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The Magic Realm

Book of
Quests
Tales of
Audacity, Desperation, and Valour
to
Challenge
and
Entertain
the
Thoughtful Gamer
Jay Richardson, Scribe;
with Kenny Blomberg, Michael Blomberg,
and Michael Decker
The Magic Realm Book of Quests
3rd edition
2011
For use with the 3.1 edition of the Magic Realm rulebook

To learn more about Magic Realm, visit:


www.boardgamegeek.com/boardgame/22/magic-realm
Section I. Quest Rules
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . R1
Q1. The Quests . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . R3
Q1.1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . R3
Q1.2 Choosing a Quest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . R3
Q1.3 Winning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . R4
Q1.4 FAME & NOTORIETY . . . . . . . . . . . . . . . . . . . . . . . . . . . . R4
Q1.5 GOLD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . R4
Q1.6 Choosing AT START Options . . . . . . . . . . . . . . . . . . . . . . . R4
Q1.7 Locating Special Sites . . . . . . . . . . . . . . . . . . . . . . . . . . R4
Q1.8 Killing Specific Individuals . . . . . . . . . . . . . . . . . . . . . . . R5
Q1.9 Magical Treasures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . R5
Q1.10 Development . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . R5
Q1.11 Teamwork . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . R5
Q1.12 Permanent Wound . . . . . . . . . . . . . . . . . . . . . . . . . . . . . R5
Q1.13 Additional Sets of Combat Rounds . . . . . . . . . . . . . . . . . . R6
Q1.14 Natives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . R6
Q1.15 Dormant Individuals . . . . . . . . . . . . . . . . . . . . . . . . . . . R6
Q1.16 Suggested Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . R7
Q2. Companions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . R7
Q2.1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . R7
Q2.2 Selecting Companions . . . . . . . . . . . . . . . . . . . . . . . . . . R8
Q2.3 Riding Companions . . . . . . . . . . . . . . . . . . . . . . . . . . . . R9
Q2.4 Wolfhound . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . R9
Q2.5 Heavy non-flying Dragon . . . . . . . . . . . . . . . . . . . . . . . . R9
Q3. Minor Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . R10
Q3.1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . R10
Q3.2 Capabilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . R10
Q3.3 Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . R10
Q3.4 Ponies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . R10
Q3.5 Running Away . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . R10
Q3.6 Transmorphizing Spells . . . . . . . . . . . . . . . . . . . . . . . . . . R11
Q4. Rules Conflicts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . R12
Q5. Quest System Optional Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . R13
Q5.1 Event Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . R13
Q5.2 Restricted Ambush . . . . . . . . . . . . . . . . . . . . . . . . . . . . . R13
Q5.3 Two-Handed Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . R14
Q5.4 Fresh Starts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . R14
Q5.5 Characters Killed by Dragons . . . . . . . . . . . . . . . . . . . . . . R14
Q5.6 Unpredictable Weather . . . . . . . . . . . . . . . . . . . . . . . . . . R14
Q5.7 Solitaire Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . R15
Q5.8 Extended Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . R15
Q5.9 Additional Bounty Points for Discoveries and Treks . . . . . . R16
Q5.10 Alternate Winning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . R17


A Guide to the Quests . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . R18
Quest Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . R20

Section II. Quests


1. Dragon Slayer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q1
2. Passage into Darkness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q3
3. A Troll Hunt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q4
4. The Great Goblin War . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q5
5. In Quest of Fabled Treasure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q6
6. The Mysterious Warlock . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q7
7. The Studies of the Shaman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q8
8. Journey into the Past . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q9
9. A Perilous Journey . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q10
10. The Quest of the Valiant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q11
11. The Dragons Treasure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q12
12. The Connoisseur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q13
13. The Would-Be Enchanter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q14
14. In Pursuit of Hidden Magics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q15
15. The Estranged . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q16
16. Quest for Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q17
17. Quest for Fame . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q18
18. Quest for Notoriety . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q19
19. In Search of the Magic Realm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q20
20. The Hidden Castle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q21
21. The Buried City . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q22
22. The Test . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q23
23. The Mysteries of Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q24
24. The Dragon-Rider . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q25
25. A Birthday Present for Someone Special . . . . . . . . . . . . . . . . . . . . . Q26
26. The Odd Couple . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q27
27. To Reach for the Stars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q28
28. Travels of the Healer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q29
29. Apprentice and Mentor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q30
30. The Shadow of Death . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q31

ii
31. Sword of Terror . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q32
32. The Quest of the Conqueror . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q34
33. The Quest of the Green Cloak . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q36
34. The Zoological Specimen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q38
35. The Great Hunter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q40
36. A Thief in the Night . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q41
37. Revenge of the Assassin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q44
38. The Merchant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q46
39. Shapeshifter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q47
40. The Quest of the Mysterious Stranger . . . . . . . . . . . . . . . . . . . . . . . Q48
41. A Second Life . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q50
42. The Noble Knight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q51
43. The Golden Unicorn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q53
44. The Return of the Adventurers . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q55
45. The Secret in the Pool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q56
46. Unexpected Reunions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q57
47. The Rescue of the Poetess . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q59
48. Sundered Siblings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q62
49. The Animator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q63
50. Partners . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q66
51. Gateways to the Realm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q67
52. The Nightmare . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q69
53. Love and Adventure I . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q70
54. Love and Adventure II . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q72
55. The Mythologist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q73
56. The Treasure Hunter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q75
57. The Spoiled Princess . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q77
58. The Reluctant Transformer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q80
59. The Physiologus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q81
60. The Mechanic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q83
61. The Luckiest Person Alive! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q84
62. The Dwarfs Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q86
63. The Winged Horse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q87
64. Berserker Fury . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q88

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65. Death Quest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q90
66. The Quest of the Fugitive . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q97
67. Travels of the Elf . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q101
68. One Who Walks Among Us . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q104
69. The White Knights Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q106
70. The Gifted Child . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q109
71. The Return of the Dragon-Rider . . . . . . . . . . . . . . . . . . . . . . . . . . . Q112
72. Fortress in the Clouds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q114
73. Opposites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q117
74. The Master of the Elements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q118
75. Travels of the Merchant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q123
76. The Magicians Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q125
77. The Revenge of the Dragon-Rider . . . . . . . . . . . . . . . . . . . . . . . . . . Q127
78. The Druids Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q131

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Section III. Event Cards
Good Luck
101 Fate Smiles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E1
102 A Second Chance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E1
103 Escape! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E1
104 Find Unexpected Concealment . . . . . . . . . . . . . . . . . . . . . . . . . . E1
105 Hidden Path Revealed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E1
106 Secret Passage Revealed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E1
107 Find Shelter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E2
108 Wander . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E2
109 Forced March . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E2
110 Renewed Strength . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E2
111 Battle Frenzy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E2
112 Make a Wish . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E2
113 Gain a Companion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E3
114 Befriended by Ogre . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E3
115 Befriended by Wolf . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E3
116 Secret Summons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E3
117 Hidden Treasure Unveiled . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E3
118 Interpret Ancient Runes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E3
119 Find Enchanted Weapon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E4
120 Magical Vision . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E4

Bad Luck
201 Fate Frowns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E4
202 Invoke a Curse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E4
203 Weapon Breaks! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E5
204 Permanent Spell Fizzles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E5
205 Sudden Tempest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E5
206 Pilfer a Prize . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E5
207 The Guardian Awakes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E5
208 Its Still Alive! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E6
209 Lame Horse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E6
210 Illness Strikes! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E6

Random
301 White Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E6
302 Grey Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E6
303 Gold Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E7
304 Purple Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E7
305 Black Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E7
306 All Magic Colors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E7
307 Monster Migration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E7
308 Changing Fortunes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E7
309 Restless Natives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E8
310 Eerie Stillness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . E8


Section IV. Notes
Book of Quests Q&A . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . N1
Designers Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . N13
A Sample Book of Quests Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . N18
Lexicon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . N22
At Start Values for Quest Designers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . N22
Character Special Advantages for Quest Designers . . . . . . . . . . . . . . . . . . N23
Additional Spells for Quest Designers . . . . . . . . . . . . . . . . . . . . . . . . . . . . N24
Type I Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . N24
Type II Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . N24
Type III Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . N25
Type IV Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . N26
Type V Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . N26
Type VI Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . N27
Type VII Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . N28
Type VIII Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . N29

Section V. Components
Event Cards
Personal History Sheet

Section VI. Appendix


The Magic Realm Book of Quests Revision Log

vi
Quest Rules
Book of Quests Rules

INTRODUCTION
The Book of Quests is a variant for Magic Realm, an innovative fantasy roleplaying boardgame
published by The Avalon Hill Game Company. These rules replace the games rules for Winning
the Game and Scoring. Instead of using the original games Victory Requirements, in this vari-
ant each player must select a Quest to fulfill. The first player to complete his Quest wins the
game.
The Book of Quests is not a complete game. Ownership of Magic Realm is required, and the use
of the 3.1 edition of the Magic Realm rules is strongly recommended.
These Quests are compatible with all Advanced and Optional Rules except Optional Abilities and
Quiet Monsters. Players are encouraged to combine two Magic Realm games as explained in the
Expanding the Realm rules. The Quests were designed for, and playtested with, two combined
game sets, but most of them may also be played using only a single game set.
The Book of Quests is not intended for beginners who are just learning to play Magic Realm. In
fact, even experienced Magic Realm players may have little interest in the added complexities
of the Book of Quests, if they are still enjoying their regular games of Magic Realm.
The true audience for the Book of Quests are those experienced players who wish the game sys-
tem could do much more to fulfill the description given within the rules: a complex game
designed to recapture the suspense and desperate struggles of fantasy literature.
Magic Realm designer Richard Hamblen discussed the problems inherent in designing a game
based on fantasy literature:
Here is a pretty problem to perplex a game designer: how do you capture the magic of
fantasy literature in a game? Games and books can both present stories but they can-
not possibly present those stories in the same wayand the thing that makes fantasy
literature come alive is the way it is told (the details; the depth and the descriptions of
remarkable characters striving to cope in fantastic worlds.) Fantasy exists only in the
telling and is built entirely of skillful storytelling tricks and tools. If games by their
nature have different tricks and tools, then it is almost a contradiction in terms to do a
game that captures the essence of fantasy.
The basic Magic Realm game provides all of the tools needed to bring a fantasy world to life
in a game format, but the storytelling aspect is sadly lacking. Playing a game of Magic Realm
does generate a story of sorts, but such stories are rather simplistic and never resemble the
stories found in the great works of fantasy literature. Frodo Baggins in The Lord of the Rings, for
instance, held the fate of his world in his hands and thus embarked upon an adventure of vast
scope. No such adventure awaits the player of Magic Realm, where ones only concern is to find
another treasure to loot or another creature to defeat. Fantasy literature offers much more than
generic stories of treasure hunters and monster slayers.
Giving Magic Realm players the ability to experience richer and more elaborate stories proved
to be surprisingly simple. We discovered that by simply modifying the Victory Requirements of
a character beyond their original limited scope, we could create an endless variety of adven-
tures. Thus was born the idea of the Magic Realm Quest: a self-contained story complete with
a rationale for the adventure, predefined Victory Requirements, and a list of any special condi-
tions in effect for that adventure.
With the use of Quests, there is no longer any limit on what a character may do, or what a
player may experience, in a game of Magic Realm. The adventure can be as rich and challenging
as the imagination of the person writing the Quest will allow.

(continued on next page)

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Book of Quests Rules

Hamblen had four critical requirements that he had to address when he designed Magic Realm:
variety, detail, creating a fantastic world, and surprise. Here are his comments on each of these
requirements.
Variety: So, in the game, alternate adventures have to be constructed and presented.
Detail: In a game all possible adventures have to be detailed without much narrative.
Creating a Fantastic World: A game about adventure fantasy in general, a game such as
Magic Realm, has to include all the aspects that are present in adventure fantasy gener-
ally or it does not invoke its world.
Surprise: A game that entertains like fantasy each time it is played must therefore be
able to surprise its players with unforeseen developments even after they have played it
many times and have become familiar with its mechanics.
The Book of Quests strongly enriches each of these four aspects of Magic Realm. Players using
the Book of Quests have a much wider array of adventures available to them, and the Quest
format allows the use of extensive detailed descriptions without cluttering up the basic game
rules. The detailed descriptions and custom rules of a Quest can greatly enhance the fantastic
world created by the game system.
The ability to surprise players with unforeseen developments has always been one of Magic
Realms greatest strengths, but even here the Book of Quests can enhance the players game
experience in a couple of ways. First, the Quest system is dynamic. New Quests can be written
and added at any time, and each new Quest can provide a new experience for a player. Secondly,
the Quests can interact with each other in strange and unpredictable ways. We encourage this
effect by writing Quests that intentionally change the game conditions for all characters par-
ticipating in the game. With each game having a different mix of Quests in play, the surprise
level can be quite high.
Over six years of playtesting went into the development of the original Book of Quests. These
games were played using two game sets combined, with most of the Advanced and Optional
Rules in play, and with three to five players participating. Under these conditions, our defini-
tion of a balanced Quest is one that can be played to completion in four or five weeks of game
time, if the weather is reasonably normal.
But unpredictability runs rampant in the Book of Quests system. The layout of the map, the
weather, the diverse capabilities of the characters, and the interaction of the Quests with all
the above makes true play balance impossible to achieve. Magic Realm played with the Book of
Quests is a poor exercise for those only interested in wins and losses. As a medium for bringing
fantasy literature to life in a boardgame format, however, we believe it is unequaled.

Whats New in this Edition


Every Magic Realm rule reference has been changed to refer to the 3.1 edition of the rules
instead of the old 2nd edition rules. In addition, the funky 2nd edition formatting scheme,
which specified that some game terms had to be in italics, some in all caps, and some in italics
all caps, has been replaced by the much simpler 3.1 edition formatting scheme, so the text will
be much easier to read. This Introduction and the Designers Notes have been totally rewritten,
many rules have received minor updates, and Quest #77 has been revised.
Quite a lot of new material has been added to this edition of the Book of Quests: theres an
introduction to the Quests, a classification system with a corresponding Quest Index, an exten-
sive Q&A section, and a sample Quest game. New rules have been added to clarify the use of
transmorphizing spells, to make Wolfhounds and Heavy Dragons more valuable as companions,
and to allow players to use an earlier version of the Winning rule.

(Richard Hamblen quotes are from The Magical Mystery Tour, The Avalon Hill GENERAL, Vol 16, No 4)

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Book of Quests Rules

Q1. THE QUESTS

Q1.1 Each Quest includes the title, classification tags, a description of the Quest, and a Fame & Notoriety
section. Quests may include one or more special rules located between the description and the Fame &
Notoriety section, and an At Start section. Standard Magic Realm refers to a game played with a single
Magic Realm set; Double Magic Realm refers to a game played with two combined Magic Realm sets, as
explained in optional Rule 10.E.7 Combining Realms.
Q1.1/1 The Quest description sets the scene for the adventure and explains what the player must do
to fulfill the Quest.
Q1.1/2 The Fame & Notoriety section explains how the character playing the Quest handles Fame
and Notoriety points.
Q1.1/3 Special rules explain special conditions that exist when playing the Quest. Many of these
special rules will affect all characters in the game and not just the character playing the
Quest.
Q1.1/4 The At Start section presents a list of options. The player may choose one of the options and
receive those items in addition to their characters normal starting weapons and spells.
Example: If the White Knight plays Dragon Slayer (#1) and chooses the third
At Start option, he would start the game with a Great Sword, a suit of armor,
one spell, a workhorse, and 20 gold.

Q1.2 CHOOSING A QUEST: A player chooses a Quest when he selects a character.


Q1.2/1 A player may choose to play any Quest. Note that some Quests require certain characters to
be played, while others prohibit certain characters from participating. Each player in the
game must have a different Quest. Exception: See Rule Q1.11.
Q1.2/2 Players choose their At Start options after each player has selected a Quest. The player who
first selected a Quest chooses his At Start option first, followed by the second player to
select a Quest, and so on.
Q1.2/3 All players must write down their starting location and their starting spells before the Dwell-
ings are revealed on the map.

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Book of Quests Rules

Q1.3  INNING: The first player to fulfill his Quest is the winner of the game. Ties are possible if several play-
W
ers fulfill their Quests on the same day.
Q1.3/1 A character must move to a specific destination to win the game.
a. Once all of the character counters have been placed on the map, each character (or
team of characters, in a Teamwork Quest) must be assigned a destination if one is not
specified by the Quest being played. This destination must be a building. The destina-
tion building may be the same as the characters starting location. In Double Magic
Realm, the destination building may belong to either game set.
b. A characters (or teams) destination is chosen by a consensus of the opposing players.
The opposing players must choose a building that the players Quest does not require
him to visit, if possible.
c. When a character (or team) is present at his destination at Midnight, and has fulfilled
all the requirements of his Quest, he wins the game. If several characters reach their
destinations on the same day, they all win.
Q1.3/2 A character cannot win the game unless he has broken all Curses that may have been
inflicted upon him.

Q1.4 FAME & NOTORIETY: Some Quests do not allow a character to record Fame and/or Notoriety points. A
character playing such a Quest always treats Insults and Challenges on the Meeting Table as No Deal. A
character who can record only Fame treats all Insults as No Deal. A character who can record only Noto-
riety treats all Challenges as No Deal.

Q1.5  OLD: A character does not automatically receive 10 gold at the start of the game. He receives gold only
G
if it is in the At Start option he chooses.

Q1.6 CHOOSING AT START OPTIONS: Some At Start options cannot be chosen unless a character meets certain
requirements.
Q1.6/1 Only characters that have Magic chits may choose At Start options that allow knowledge of
additional spells.
Q1.6/2 When an At Start option allows a horse or an additional weapon/armor counter, the charac-
ter may choose any available counter on the Set Up Card(s). The character may not select a
weapon/armor counter unless he has the proper Move chit to carry it (ignore horses when
determining this), and the proper Fight chit to use it.
Q1.6/3 Horses and weapon/armor counters selected as At Start options cannot be sold to the natives
in the characters starting location. Note: Selecting an expensive item with the intention of
converting it into gold at the first opportunity is defeating the spirit of these rules!
Q1.6/4 Treasure counters can never be selected as At Start options.

Q1.7 L OCATING SPECIAL SITES: When a Quest requires a character to locate a Lost City or Lost Castle Site
chit, the character must treat these Site chits exactly as if they were treasure sites and use the Search
tables to discover them. The Lost Castle is placed in clearing 1 of its map tile, and the Lost City is placed
in clearing 3. These Site chits contain nothing and do not summon monsters onto the map. A Quest may
define other special sites that must be discovered in the same way.

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Book of Quests Rules

Q1.8 KILLING SPECIFIC INDIVIDUALS: A Quest may require that certain specific monsters or natives be killed,
without Fame or Notoriety being recorded. In such cases it is not necessary that a character personally
makes the kill; hired natives and hired native leaders may also be used. If a hired native leader fulfills
a victory requirement for a character in this manner, the requirement will remain fulfilled even if the
hired native leader is later lost. It is even possible (however unlikely) to make a deal with other char-
acters in the game to fulfill such victory requirements for you. Should some other character kill your
target, even inadvertently, your victory requirement is fulfilled.
Example: You must kill the Tremendous Dragon at the Lair.

Q1.9  AGICAL TREASURES: Most of the treasures in Magic Realm are magical in nature, but the Book of
M
Quests defines a special class of Magical Treasures that are of particular interest to spellcasters. These
Magical Treasures are Artifacts, Spell Books, and Enchanted cards.

Q1.10 DEVELOPMENT: Some Quests allow a character to play at a lower level of development. A character
played at a reduced level of development usually receives extra phases as compensation. This option
requires the use of optional Rule 10.E.5 Development. Ignore sections 10.E.5.3 and 10.E.5.4, as Vic-
tory Points are not used when playing Quests. Characters cannot increase their development during the
course of a Quest.

Q1.11 TEAMWORK: Some Quests require the use of more than one character.
Q1.11/1 When a Teamwork Quest is played by one player, he controls the actions of all characters
participating.
Q1.11/2 When a Teamwork Quest is played by more than one player, each player controls a separate
character. When a player chooses a Teamwork Quest, all members of the team select their
characters together at that time.
Q1.11/3 The participating characters may start together in the same location or in different loca-
tions.
a. Characters that start together may select a starting location available to any of the
characters.
Example: If the Witch King and the White Knight were paired they could
choose to start together at the Inn, the Chapel, or the clearing contain-
ing the Ghosts.
b. All characters participating in a Teamwork Quest must have the same destination.
Q1.11/4 Each participating character may select one option from the At Start list. The characters
may choose identical options if desired.
Q1.11/5 All participating characters must be present at their destination before victory may be
claimed. When a Teamwork Quest is played by several players, they will all win or lose
together as a team.
Q1.11/6 If a participating character is killed, the Teamwork Quest should be restarted with all new
characters, unless the Death Quest (#65) is being used.

Q1.12 P
 ERMANENT WOUND: A character who receives a permanent wound must select one of his action chits
and remove it from play for the remainder of the game. Permanent wounds cannot be healed. They will
not cause a character to be blocked by the Flowers Of Rest Treasure card.

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Book of Quests Rules

Q1.13 ADDITIONAL SETS OF COMBAT ROUNDS: A Quest or Event Card may occasionally require a new set of
combat rounds to be started in a clearing. When this occurs, play continues as if the clearings Atten-
tion chit had just been picked. Monsters killed in the previous set of rounds cannot be counted when
figuring the bounty point multiplication in the new set. There is no limit to the number of sets of com-
bat rounds that may take place in a clearing during an Evening.

Q1.14 NATIVES: The Book of Quests requires additional precision in explaining the use of natives. The terms
type, band, group, and present each have a specific meaning when referring to natives.
Q1.14/1 Natives consist of various types of individuals. A native band includes several individuals,
one of whom is a native leader. In Double Magic Realm there are nine groups of natives, each
group consisting of two bands. In Standard Magic Realm each group has only one band.
Example: An Archer is a type of native. A Woodfolk band starts with three
Archers. In Double Magic Realm the Woodfolk group has two bands of three
Archers each. You have a trading relationship with the group, but you can
hire one band without hiring the other. In Standard Magic Realm the Wood-
folk group has only one band (the band and the group are identical).
Q1.14/2 A native group is present in a clearing only if an individual belonging to that group is physi-
cally located there.
Example: The Patrol may appear at the Chapel, Guard house, House, or Inn,
but they are not present at any of these locations until they appear in one
as prowling denizens. If they appear at the Inn they are then present there
but not at the other three locations. They would remain present at the Inn as
long as at least one member of the Patrol remained in the Inns clearing.

Q1.15 DORMANT INDIVIDUALS: A Quest may specify that certain individuals (characters, companions, natives,
or monsters) begin the game dormant. A dormant individual is placed on the map, as a reminder of his
location, but takes no part in the play of the game until activated. Dormant individuals do not summon
monsters or campaign/visitor chits, cannot be blocked or attacked, and cannot be affected by any spell
result. As far as the game is concerned, they do not exist until they are activated.

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Book of Quests Rules

Q1.16 SUGGESTED RULES: The Quests may be played with any mix of optional Rules that the players can agree
on. Some Quests may require the use of a specific optional Rule; if that specific rule is not being used,
then that Quest may not be selected for play.
Q1.16/1 Optional Rules 10.A.6 Optional Abilities and 10.B.1 Quiet Monsters should not be used with
the Quests. Exception: Optional Rule 10.A.6.7 Elf may be used, but not with any Quest that
specifically requires the Elf as a participating character.
Q1.16/2 The use of optional Rule 10.C.5 Automatic Enchanting is strongly recommended. Without
this rule, the ability of magic users to block parts of the map by enchanting Woods tiles will
cause many game play problems.
Q1.16/3 If optional Rule 10.A.2 Ambushes and optional Rule Q5.2 Restricted Ambush are being used,
then optional Rule 10.A.4 Caching should also be used.
Q1.16/4 If you are playing a Double Magic Realm game, using a separate Monster Roll for each Set Up
Card is strongly recommended for experienced players. This will provide a wider variety of
monster encounters and make the game less predictable.
Q1.16/5 Optional Rule 10.B.4 Watchful Natives, a new rule added with the 3.1 edition of the rules,
is also recommended. This rule was intended to be a non-optional part of the 2nd edition
rules, although it was inadvertently omitted from that rulebook. It is an optional rule in the
3.1 edition only because so many players were used to playing without it.

Q2. COMPANIONS

Q2.1 A characters companions represent individuals such as relatives, close friends, apprentices, and even
chance acquaintances met upon the road. These individuals travel with a character of their own free
will.
Q2.1/1 Companions, including monster companions, are exactly the same as hired natives except
that they are hired permanently. A character never has to hire or rehire his companions.
Native and monster counters are used to represent companions as required.
a. When a character dies, his companions revert to being normal natives or monsters at
Midnight. If the character was killed in battle, his companions continue to fight on
under the players control. This is the major difference between companions and hired
natives (who may stop battling immediately if their employer is killed). Explanation:
Companions are not hired help they are friends who fight on to avenge their fallen
comrade.
b. When a companion dies, it may regenerate later as a normal native or monster.

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Book of Quests Rules

Q2.2 S ELECTING COMPANIONS: A companion may be selected from the Rogues, or from any native group that
is Friendly or Ally to the players character. A character may not buy drinks when selecting a compan-
ion. Companions may not be selected from the Order, the Guard, or the Soldiers. In Double Magic Realm
a companion does not have to belong to the same game set as the character.
Q2.2/1 When a Quest allows a character to begin the game with companions, these companions
may be chosen from any eligible group. In Double Magic Realm multiple companions may be
selected from either the same or different game sets, as desired.
Q2.2/2 A companion gained during the game may only be selected from eligible natives present in
the characters clearing.
Q2.2/3 A character may only have one companion armed with a missile weapon (Archer or Cross-
bowman). All of his other companions must be armed with striking weapons.
Q2.2/4 When selecting a companion from a native band, the only native that can be selected is the
one with the highest ID code number in the clearing. A native leader can never be selected
as a companion.
Q2.2/5 A character receiving multiple companions at the start of the game must choose each one
from a different native group. If there are not enough eligible groups to fulfill his compan-
ion allotment he may then take up to two companions from each native group. If this is still
not enough to fulfill his allotment he may continue to take additional companions from the
eligible native groups, but he must spread his selections as evenly as possible among these
groups.
Q2.2/6 Any character eligible to select a companion at the start of the game may select one Wolf as
a companion instead of a native. This Wolf represents a Wolfhound. No more than one of a
characters companions may be a Wolfhound. A Wolfhound can keep up with a character who
is using a pony movement bonus, but it cannot be ridden.
Q2.2/7 Some Quests will allow a character to select monsters as companions. Such companions func-
tion the same as native companions. Monster companions are never treated as hired leaders.
They cannot be ridden.
Example: The Berserker may select companions from the Rogues (all characters
may select from the Rogues) and the Lancers (his friends). If his Quest allows
him to select two companions, he may select one Rogue and one Lancer, or
one Wolfhound and either a Rogue or a Lancer. If he takes the first option,
he would choose one Rogue band and one Lancer band and take the highest
numbered individuals remaining in each. If the Berserkers Quest allows him
to select five companions, he may select three natives from one group and
two from the other, or two from each along with a Wolfhound.

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Book of Quests Rules

Q2.3 RIDING A COMPANION: Some Quests will allow a character to ride a companion (usually a monster) in
the same way as one rides a horse. Normal horse rules apply except as follows:
Q2.3/1 Companions do not provide any bonus Move phases when they are ridden.
Q2.3/2 You may ride a companion in cave clearings as long as the companion is normally active in
caves.
Q2.3/3 A flying companion may be used to fly from one map tile to another, in the same manner as
you would use a controlled flying monster. Flying companions may also be ridden in com-
bat.
Q2.3/4 When a monster companion is ridden in combat, it can make its attack normally.
Q2.3/5 If you are riding a companion and run away from a battle, the companion you are riding
runs away with you. This is the only situation in which a companion can run away from a
battle.
Q2.3/6 When you are riding a companion, the companion never tires. You may ride the companion
during the day, use its move to charge another character, and ride it during combat, all
without penalty. Unlike a horse, a companion that is being ridden is never required to flip
over during the Melee Step.

Q2.4 WOLFHOUND: A character who has a wolfhound companion following him may record an extra Alert
phase each day.

Q2.5 HEAVY NON-FLYING DRAGON: A character who has a Heavy non-flying Dragon companion following him
receives a number of benefits and restrictions. These benefits/restrictions remain in effect only as long
as the Heavy non-flying Dragon companion remains alive. If the Dragon companion is killed or aban-
doned, these benefits/restrictions cease at Midnight of that day. A Heavy non-flying Dragon cannot be
selected as a companion unless a Quest specifically allows it in the At Start options.
Q2.5/1 The Heavy non-flying Dragon companion must always follow the character. If the character
leaves the Dragon companion behind, for any reason, the Dragon is abandoned and immedi-
ately returns to the Set Up Card as a normal monster. If you fly using the Hurricane Winds
spell, the Dragon may fly with you.
Q2.5/2 The character can never attack any uncontrolled Dragon.
Q2.5/3 The character cannot be attacked by any uncontrolled Dragons, but they will still block him
if he is unhidden.
Q2.5/4 In a battle where any uncontrolled Dragons are present, they will fight alongside the charac-
ter to assist him. He can use them in that battle exactly as if they were hired natives.
Q2.5/5 The character cannot loot any Hoard or Lair, but he can trade with the Tremendous Dragons
that guard those sites when those Dragons are on the map. The T Dragons are Friendly to
him (he cannot buy drinks to make them Ally).
a. If he sells items, they are added to the top of the treasure pile in the appropriate Hoard
or Lair. If there are counters present as well as Treasure cards, sort them so that the
Treasure cards are underneath all of the counters, and so that the counters are stacked
with the biggest counters on the bottom.
b. If he buys, he may look at all of the Treasures in the appropriate Hoard or Lair (without
changing their order) and purchase anything that he can afford.
Q2.5/6 He may attempt to hire any Dragon he encounters, using the Friendly column of the Meeting
Table (he cannot buy drinks). Hired Dragons act as hired natives, not hired leaders.

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Book of Quests Rules

Q3. MINOR CHARACTERS

Q3.1 Quests may introduce minor characters into the play of the game. Minor characters are not represented
by counters.

Q3.2 C APABILITIES: Minor characters cannot fight, be killed, carry items, or be assigned to follow a hired
native leader or an opposing character. They cannot be transmorphized. They cannot ride, or be carried
by, a flying creature. Exception: A Quest may assign specific capabilities to a minor character.

Q3.3 MOVEMENT: Minor characters cannot move on their own. If assigned to follow a character by their
Quest, they will always follow that character regardless of how he might move. They cannot be left
behind except as allowed by their Quest. A character may not fly while a minor character is following
him. Exception: A character may use the Hurricane Winds spell to fly while being followed by minor
characters (who fly along with him).

Q3.4 PONIES: Some Quests may have minor characters riding ponies. Minor characters with ponies can use
the pony movement bonus to follow a character who also has an active pony. Minor character ponies are
not represented by counters.

Q3.5  UNNING AWAY: If a character runs from a battle, any minor characters that are following him will also
R
run away.

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Book of Quests Rules

Q3.6 TRANSMORPHIZING SPELLS: Many unusual situations can arise when the transmorphizing spells (Absorb
Essence, Melt Into Mist, and Transform) are used in the presence of minor characters. In this rule, the
term guide refers to a character who is being followed by at least one minor character.
Q3.6/1 If a guide transmorphizes himself into a flying beast, or activates the Melt Into Mist spell
on himself, he will be unable to move, fly, or run away/fly away from combat. If he is in a
clearing which supplies the proper color magic to activate such a transmorphizing spell, he
will be trapped in that clearing until the color magic is no longer supplied in that clearing.
Comment: Guides must exercise caution when using the transmorphizing spells
on themselves they could find themselves trapped and unable to move for
weeks at a time, or even permanently. This situation arises because guides are
not allowed to leave minor characters behind, but those same minor charac-
ters cannot follow flying beasts or characters with Melt Into Mist active. Note
that Rule Q4 cannot be used to fix such a situation: Rule Q4 says only that
a Quest cannot be made unwinnable by the actions of another player; if you
accidentally make your own Quest unwinnable there is no rule that will allow
you to undo that situation.
Q3.6/2 When a guide has Melt Into Mist active, he no longer has the ability to protect his followers
from harm. If a guide has turned into mist, any uncontrolled monsters that are present in
his clearing at the conclusion of combat will immediately kill the minor characters who are
following him, causing his Quest to fail. If other characters (or their hirelings) are present in
his clearing at the conclusion of combat they may, at their option, kill the minor characters
who are following him, causing his Quest to fail. Exception: Minor characters can never be
harmed at a Dwelling, even if their guide has turned into mist.
When a guides Quest fails in this way, he may roll on the Death Quest at Midnight just as
if he had been killed in battle; if this roll is 0 or better it will also bring his minor charac-
ters back to life and allow him to continue his Quest.
Q3.6/3 A guide cannot be selected as the target of a transmorphizing spell by any character other
than himself. When a character becomes a guide, any transmorphizing spells bewitching
him, other than his own, are immediately broken.
Comment: The possibility of trapping a guide for weeks at a time just by cast-
ing a transmorphizing spell on him gives magic users way too much power. It
simply cant be allowed. We can assume that one of the minor characters has
a charm that interferes with opponents transmorphizing spells; or that such
spells may include an element of psychological compulsion that the minor
characters help the guide to resist (minor character slaps guide and yells:
Repeat after me: I am NOT a Frog!).

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Book of Quests Rules

Q4. RULES CONFLICTS

Each Quest may have numerous special conditions. Whenever the special conditions of a Quest seem to conflict
with the rules given here or in the Magic Realm rulebook, the Quest conditions are to be given precedence. They
override all other rules. This forms a hierarchy of rules that must be observed when a rules question arises: first
you check the Quests special conditions, then the general Quest rules, and finally the regular Magic Realm rules.
You move down this hierarchy of rules only as far as is necessary to find an answer; once you have an answer to
your question, rules lower in the hierarchy are ignored.
Quests can interact with one another in unforeseen ways. Occasionally a problem will arise that cannot be
resolved by explicitly following the written Quest special conditions. When a situation arises that the rules can-
not resolve, the players (or, in a PBEM game, the gamemaster) must use their own judgment to arrive at a com-
promise solution. The players are encouraged to use common sense, imagination, and their knowledge of fantasy
literature to arrive at a reasonable compromise acceptable to all.
Example: If your Quest requires you to select a companion at the start of the game, but, when it
comes your turn to select no eligible natives remain available, the players must then select some
non-eligible native to be your companion as a compromise solution; or, the players could simply
agree to allow you to choose some other Quest to play.

Important: A players Quest cannot be made unwinnable by the legal actions of another player. Should such a sit-
uation arise, the players (or, in a PBEM game, the gamemaster) must find a compromise that allows the original
player a way to continue playing his Quest. Note the wording here: a player cannot be prevented from playing a
legal move; it is the consequences of that legal move that must be dealt with.
Example: An Old Friend in Unexpected Reunions (#46) asks you to take him to the Pool, where
you will loot a Treasure card to give him, after which he leaves the game. But before you can get
there the Pool treasures are all taken by another character, which would appear to make the Quest
unwinnable. One possible compromise would be that you go to the Pool, do the loot and find that
its empty, your Old Friend gives you an Oh, well shrug and leaves empty-handed, and your
Quest continues. You did what the Quest required, and gained no advantage by not there not
being a Treasure card to give to your Old Friend.
Example: A much wilder version of the same situation: Your Old Friend directs you to the Statue,
but before you arrive the character from The Animator (#49) shows up and brings the Statue to
life. They wander off and get into a battle in which the Statue is destroyed. A possible compromise
for this situation: You go to the Statues original location, where your character says Its gone!
and your Old Friend says Look! Footprints Then you travel to the clearing where the Statue
was destroyed and your character says Oops and then your Old Friend gives you the Oh,
well shrug and leaves empty-handed. Once again, you did what the Quest required; you gained
no advantage from not being able to follow the Quests directions exactly; and the compromise
action makes sense in terms of the Quests story.

Page R12
Book of Quests Rules

Q5. QUEST SYSTEM OPTIONAL RULES

Q5.1 E VENT CARDS: The Event Cards are shuffled together and placed face down next to the map at the start
of the game. Every day during Midnight each character in a Dwelling may draw one Event Card, starting
with the first character of the day and then going to the left. Each character keeps their Event Cards
secret and separate from those of other characters. Only characters may possess Event Cards.
Q5.1/1 An eligible character who holds three Event Cards must discard at least one before drawing.
Q5.1/2 All eligible characters must have a chance to draw before any Event Cards may be played
during Midnight.
Q5.1/3 Reshuffle the discards to form a new Event Card deck as necessary.
Comment: The use of Event Cards serves two purposes. First, Event Cards bring
about situations that are too unlikely and unpredictable to be included within
a Quest. Second, they serve as a play balance mechanism. A character who is
making good progress on his Quest will rarely waste time stopping at a Dwell-
ing just to gain an Event Card. For a character in trouble, however, Event Cards
offer a hope of overcoming almost any problem. And while trying for one that
will help, a player may get plenty to use to bedevil his opponents.
Having characters gain Event Cards at a Dwelling nicely represents incidental
encounters with inhabitants and travellers.
The Event Cards are designed to be subtle in their effects in order to prevent
any one card from being able to influence the course of a game too severely.

Q5.2  ESTRICTED AMBUSH: A character attempting an ambush (optional Rule 10.A.2) cannot have any of his
R
companions, hired natives, horses, suits of armor, or shields (whether active or not) with him in the
clearing. A character who holds a mission chit or is serving as a guide for a minor character or visitor
may not attempt ambush.
Comment: The Optional Combat Rules of the Magic Realm second edition rules made
ambush into the preferred method of combat. Bows became prized above all other weap-
ons, regardless of whether the character had any archery weapon skills or not. This
decreased the play value of many Quests, turning them into simple, repetitive ambush
expeditions. The image of a mighty hero skulking around in the bushes shooting his
enemies in the back isnt quite what most of us have in mind when we think of the great
works of fantasy literature. This rule curbs the excessive use of ambush by making it more
difficult and more dangerous.
The rule envisions ambush as a solitary, stealthy hunter stalking his prey in an extended
game of cat and mouse. Ease of maneuver and silence are critical. With minor charac-
ters, visitors, or missions present, the character would not dare leave them alone and
unprotected for the length of time that it would take to attempt an ambush.
The third edition of the Magic Realm rules have fixed the problem of ambush being too
powerful when using the Optional Combat Rules by reducing the overall power of the mis-
sile weapons, but this rule can still be used to add a little bit of extra realism to the use
of ambush.

Page R13
Book of Quests Rules

Q5.3 T WO-HANDED WEAPONS: The following weapons are two-handed weapons: Crossbow, Medium Bow, Light
Bow, Great Sword, Great Axe, Spear, and Staff. The use of a two-handed weapon limits a characters abil-
ity to use a shield for defense.
Q5.3/1 If the regular combat rules are being used, two-handed weapons may not be used with a
shield. Whenever a character activates a two-handed weapon, any active shield he has is
immediately deactivated.
Q5.3/2 If the Optional Combat Rules (10.D.3) are being used, Q5.3/1 is ignored and the following
cases apply:
a. If a character has a shield activated he may not have a Crossbow, Medium Bow, or Light
Bow activated.
b. If a character has both a shield and a Great Sword, Great Axe, Spear, or Staff activated,
he must add +2 to his Fumble Table roll when he scores a hit. This is cumulative with
any other die roll modifiers.
Comment: This rule adds extra realism and can present players with difficult decisions.
It is optional because the game plays just fine without it, and because players may have
their own house rules for handling two-handed weapons. Previous editions of the Book
of Quests erroneously included the Morning Star as a two-handed weapon, but it is defi-
nitely a one-handed weapon.

Q5.4 F RESH STARTS: When a players character dies the player may reenter the game on the next day with
another character. He must keep the same Quest, but may change At Start options, etc. The character
played by the reentering player is chosen for him by his opponents.
Comment: This rewriting of Rule 9.1.2 originally proved effective in convincing players
not to suicide their characters just because things werent going well. However, players
reentering the game with a new character were still far too likely to end up winning the
game. We now strongly recommend that experienced players use the Death Quest (#65)
instead of this rule.

Q5.5 C HARACTERS KILLED BY DRAGONS: Combat will be interrupted at the end of any round in which a char-
acter carrying any Treasure cards or treasure counters is killed by a Tremendous Dragon from a treasure
site.
Q5.5/1 The Dragon picks up all of that characters treasures and immediately returns to its treasure
site where it stashes them away. The player whose character died should add them to the
treasures already present, with Large Treasures and treasure counters placed on top and the
remainder on the bottom.
Q5.5/2 After stashing the treasures, the Dragon regenerates back to the Set Up Card and combat
rounds resume in the original clearing.
Comment: This rule was written just for fun. It adds a bit of realism but rarely comes into
play.

Q5.6  NPREDICTABLE WEATHER: Instead of choosing the starting Season before setting up the game, wait
U
until the map is complete and all characters, Quests, and At Start options have been selected. Choosing
the starting Season is the last activity before revealing the Dwellings on the map.
Comment: This rule makes the game much more challenging, unpredictable, and realistic.
Recommended for use by experienced players only.

Page R14
Book of Quests Rules

Q5.7 S OLITAIRE PLAY: A Quest may be played solitaire using the provisions of optional Rule 10.E.1. Ignore
Rules 10.E.1.5 and 10.E.1.6, as most Quests require a character to start at a Dwelling.
Q5.7/1 When playing Standard Magic Realm, a time limit of four weeks is recommended.
Q5.7/2 When playing Double Magic Realm, a time limit of six weeks is recommended.
Q5.7/3 You must choose your own destination, but it should be a building that would be likely to be
chosen for you by your opponents in a non-solitaire game.
Comment: Solitaire play requires the use of an arbitrary time limit. Many of the Quests
present no significant challenge if a character has an unlimited number of weeks to use
in fulfilling them. In the multi-player game, the threat of someone else completing their
Quest first and winning the game keeps each player focused on fulfilling their own Quest;
a player must take some risks to have a chance of winning. Using a time limit recreates
this tension in solitaire play. The recommended time limits are just suggestions, feel free
to adjust them as you see fit.

Q5.8 EXTENDED PLAY: The game continues until all players have completed their Quests. As each player
completes his Quest, his character and belongings are removed from play. His companions and hired natives are
immediately regenerated. Players receive victory points based on their order of completion.
Q5.8/1 The first player to complete his Quest receives five victory points.
Q5.8/2 A player who completes his Quest in the first three weeks of the game, but who is not the
first player to complete a Quest, receives four victory points.
Q5.8/3 A player who completes his Quest in the fourth week of the game, but who is not the first
player to complete a Quest, receives three victory points.
Q5.8/4 A player who completes his Quest in the fifth week of the game, but who is not the first
player to complete a Quest, receives two victory points.
Q5.8/5 A player who completes his Quest in the sixth week of the game, but who is not the first
player to complete a Quest, receives one victory point.
Q5.8/6 After the sixth week of play, a player receives no victory points for completing his Quest,
unless he is the first player in the game to complete a Quest (Q5.8/1).
Q5.8/7 Players who complete their Quests simultaneously each receive the appropriate number of
victory points.
Comment: Some players have criticized the Book of Quests for being a throwback to the
original first edition rules and their sudden death victory conditions. Although the
requirement that a character must move to a specific destination mitigates the most
objectionable aspects of sudden death, it is frustrating to have your Quest cancelled
just because someone else has completed theirs. This rule allows every player a chance
to complete his Quest. The victory point values are designed to maintain the pressure on
the players to finish quickly, which provides much of the tension and excitement in the
game. Victory point totals for each player should be kept over a series of games, allowing
players to compete to become the series champion. This rule adds more strategy to the
game (do you take risks to try to score five points, or play cautiously to be sure of getting
two or three?) but the games will take much longer to finish.

Page R15
Book of Quests Rules

Q5.9  DDITIONAL BOUNTY POINTS FOR DISCOVERIES AND TREKS: A character playing a Quest that allows
A
him to record Fame and Notoriety points normally may also gain points for recording certain discoveries
and completing Treks. A character whose Quest restricts his ability to record Fame or Notoriety to cer-
tain specific situations may not earn these additional bounty points. Hired native leaders may not earn
these points for their employer.
Q5.9/1 A character who discovers a Site chit may record 5 points of Fame if, and only if, that Site
chit has not been previously discovered by any other character or hired native leader.
Q5.9/2 A character who discovers a Site card may record 10 points of Fame and five points of Noto-
riety if, and only if, that Site card has not been previously discovered.
Q5.9/3 A character who discovers a Lost City or Lost Castle chit may record 10 points of Fame and
10 points of Notoriety if, and only if, that chit has not been previously discovered.
Q5.9/4 A character who completes a Trek may record the Fame and Notoriety for that Trek if no
other character (even a character that cannot record Fame & Notoriety) has previously com-
pleted that Trek. Characters following another character never receive Fame or Notoriety
from completing a Trek; only a single character may receive the points for any given Trek. A
character may not fly or use walking the woods while on a Trek. If the character leaves the
map tile before completing the Trek, he will have to start over from the beginning. There
are five Treks in Standard Magic Realm, and 10 in Double Magic Realm. Some Treks may be
impossible when their map tiles are positioned at the edge of the map.
a. To complete the High Pass Trek, a character must enter clearing 2 and then move to
clearings 4, 1, and 5 before exiting the High Pass tile from clearing 5. The Trek may also
be done in the opposite direction, moving 5, 1, 4, 2, and exiting the tile from clearing
2. This Trek is worth 10 Fame and 10 Notoriety upon exiting the High Pass tile.
b. To complete the Mountain Trek, a character must enter clearing 5 and then move to
clearings 6, 3, and 1. This Trek is worth 10 Fame and 10 Notoriety upon entering clearing 1.
c. To complete the Crag Trek, a character must enter clearing 2 and then move to clearings
5, 3, 6, 4, and 1. This Trek is worth 15 Fame and 15 Notoriety upon entering clearing 1.
d. To complete the Cavern Trek, a character must either enter the Cavern tile on clearing
1 and exit from clearing 5, or enter on clearing 5 and exit from clearing 1. This Trek is
worth 15 Fame and 15 Notoriety upon exiting the Cavern tile.
e. To complete the Caves Trek, a character must either enter the Caves tile on clearing 1
and exit from clearing 5, or enter on clearing 5 and exit from clearing 1. This Trek is
worth 15 Fame and 15 Notoriety upon exiting the Caves tile.
Q5.9/5 A character may record an extra 10 points of Fame if he is the first to complete both the
Crag and Mountain Treks. A character may record an extra 10 points of Notoriety if he is the
first to complete both the Cavern and Caves Treks. In Double Magic Realm these Treks must
belong to the same game set to gain these points.
Comment: It seems unrealistic to limit Fame and Notoriety gains to battle and the holding
of treasures. The use of this rule expands the Magic Realm world and gives players more
options in the play of the game.

Page R16
Book of Quests Rules

5.10 ALTERNATE WINNING: The first player to fulfill his Quest is the winner of the game. Ties are possible if
several players fulfill their Quests on the same day.
5.10/1 A character must move to a specific destination to win the game.
a. When playing Standard Magic Realm a character must return to his original starting
location. When a character is present at his starting location at Midnight, and has ful-
filled all the requirements of his Quest, he wins the game.
b. When playing Double Magic Realm a character is assigned a destination. A characters
destination is the location that matches his starting location in the other game set.
When a character is present at his destination at Midnight, and has fulfilled all the
requirements of his Quest, he wins the game.
Example: A character that starts at the House in game set #1 has as his
destination the House in game set #2.
5.10/2 A character cannot win the game unless he has broken all Curses that may have been
inflicted upon him.
Comment: This rule may be used in place of Rule Q1.3 Winning. This is the original ver-
sion of that rule, and is still preferred by some players, but it can result in very unbal-
anced games particularly in Standard Magic Realm.
Gamemasters running a Double Magic Realm PBEM game may also prefer it, because it
simplifies the setup of the game. In this situation, it is recommended that the gamemas-
ter should simply choose the location for each building, placing each pair of matching
buildings as far apart as possible, rather than choosing their location randomly. This will
avoid the unbalanced games that can result from random building placement if Rule Q1.3
is not being used.

Page R17
A Guide to the Quests

A GUIDE TO THE QUESTS

The Book of Quests can be a bit daunting when encountered for the first time: with so many
Quests to chose from, its difficult to know where to begin. This Guide has been provided to
introduce the new player to the Quests, and to offer some advice on how to begin playing with
the Quest system.
The Quests vary widely in terms of how easy they are to play. New players should start out with
the simpler Quests, and then gradually tackle the more involved ones. The two easiest Quests
to play are:
#17. Quest for Fame
#18. Quest for Notoriety
These two Quests play almost exactly like the regular game, and are a good place to start when
learning the Quest system.
They are also ideally suited for the situation where you have a player who prefers the regular
game, but wants to participate in a Quest game. Let him play one of these two Quests and he
will feel right at home.
Other Quests recommended for players just starting out with the system are:
#11. The Dragons Treasure
#12. The Connoisseur
#14. In Pursuit of Hidden Magics
#15. The Estranged
#20. The Hidden Castle
#21. The Buried City
These Quests have no complicated special conditions, and do not make major changes to the
normal game play, but still provide a variety of different victory objectives between them.
If, on the other hand, you have some experience with the Book of Quests, but you are trying
to teach the game to a beginner, you should use Apprentice and Mentor (#29). This Quest was
written specifically for the purpose of teaching the game system to newcomers, and works very
well in that regard, although it is also an interesting Quest in its own right.
The Book of Quests provides an extensive variety of adventures, many of which are quite differ-
ent from the regular game. The different types of Quests are classified as follows:
TRADITIONAL: These Quests define victory in terms of the traditional Fame, Notoriety, Gold,
Great Treasures, and Spells requirements of the basic game. There may be restrictions placed
upon how you earn these requirements; or you may have very high requirements and receive
additional help in the At Start options to compensate. Quest for Adventure (#16) is an
example of a Traditional Quest with challenging victory requirements and generous At Start
options.
KILL AN ENEMY: To win you must kill a specific enemy, usually a monster or native, as in
Dragon Slayer (#1).
LOCATE ITEM: You are required to locate a specific treasure or other item.
TRAVEL: You are required to visit certain specific locations. Many of the Travel Quests will
involve little in the way of combat or treasure hunting. Travels of the Healer (#28) is the
quintessential Travel Quest.

Page R18
A Guide to the Quests

COMMERCE: You play the role of a merchant, using the optional Commerce Rule 10.D.2 to
earn gold by buying and selling treasures. The two Commerce Quests are The Merchant
(#38) and Travels of the Merchant (#75).
EXPLORATION: You are required to explore certain areas of the map, as in Travels of the Elf
(#67).
OBSERVATION: You score points by observing certain things, as in The Mythologist (#55)
and The Physiologus (#59).
SPECIAL COMPANION: These Quests give you a special companion, usually quite powerful or
otherwise unique, who accompanies you throughout the game. In The Odd Couple (#26),
for example, you have a Tremendous Troll that you can use as a warhorse.
SPECIAL ITEM: These Quests give you one or more special belongings to use, such as the
enchanted sword in Sword of Terror (#31).
SPECIAL ABILITY: These Quests give your character unusual abilities. In The Luckiest Per-
son Alive! (#61) you have Luck Points that you can use to modify your die rolls during the
game.
TEAMWORK: Teamwork Quests feature two or more characters playing as a team, cooperat-
ing towards a common goal. Participating characters trust each other completely. Sundered
Siblings (#48) is an example.
STORY: Story Quests can be quite elaborate and detailed, using numerous special conditions
to bring a specific story to life, as in The Rescue of the Poetess (#47).
DIMINISHMENT: This is a very special type of Quest, in which your character suffers perma-
nent wounds and becomes steadily weaker as the game progresses. The Shadow of Death
(#30), Sword of Terror (#31), and The Animator (#49) all use this technique.
ALTERNATIVE: The Alternative Quests provide a game experience that can be totally differ-
ent from the regular game, even to the point of requiring a player to do exactly the oppo-
site of what he would normally expect. These Quests will often elicit a very strong reaction
from a player either greatly favorable or an immediate and strong dislike! Travels of the
Merchant (#75) is a good example: instead of going out to hunt for treasures, you start the
game with a pile of treasures and win by getting rid of them.
These classifications are not mutually exclusive; a given Quest may incorporate several of them.
For instance, The Physiologus (#59), is an Observation Quest, but its also an Alternative
Quest: you are observing monsters, not trying to kill them, and you might actually find your-
self fighting other characters to prevent them from killing monsters that you have not yet
observed! It could also possibly be considered a Travel Quest: while you are not required to visit
any particular locations, as in a regular Travel Quest, you will almost certainly travel all over
the board trying to win it.
The one exception to the above is that Traditional and Alternative are mutually exclusive: a
given Quest will always be classified as either a Traditional Quest or an Alternative Quest.
Each Quest has tags under its title indicating how it is classified. Be cautious when choosing
to play a Quest that is tagged as Alternative the non-traditional Quests often have much less
emphasis on battling monsters and searching for treasures, and some players find them unsat-
isfying because of this.
You can find more information about the Book of Quests in the Notes section, including an
extensive Q&A section, Designers Notes, and a sample Book of Quests game.

Page R19
Quest Index

Quest Index
TRADITIONAL TRAVEL
11. The Dragons Treasure . . . . . . . . . . . . . . . . . . . . . . Q12 6. The Mysterious Warlock . . . . . . . . . . . . . . . . . . . . . Q7
12. The Connoisseur . . . . . . . . . . . . . . . . . . . . . . . . . . Q13 7. The Studies of the Shaman . . . . . . . . . . . . . . . . . . Q8
13. The Would-Be Enchanter . . . . . . . . . . . . . . . . . . . . Q14 8. Journey into the Past . . . . . . . . . . . . . . . . . . . . . . Q9
15. The Estranged . . . . . . . . . . . . . . . . . . . . . . . . . . . Q16 9. A Perilous Journey . . . . . . . . . . . . . . . . . . . . . . . . Q10
16. Quest for Adventure . . . . . . . . . . . . . . . . . . . . . . . Q17 19. In Search of the Magic Realm . . . . . . . . . . . . . . . . . Q20
17. Quest for Fame . . . . . . . . . . . . . . . . . . . . . . . . . . . Q18 27. To Reach for the Stars . . . . . . . . . . . . . . . . . . . . . . Q28
18. Quest for Notoriety . . . . . . . . . . . . . . . . . . . . . . . . Q19 28. Travels of the Healer . . . . . . . . . . . . . . . . . . . . . . . Q29
20. The Hidden Castle . . . . . . . . . . . . . . . . . . . . . . . . . Q21 46. Unexpected Reunions . . . . . . . . . . . . . . . . . . . . . . Q57
21. The Buried City . . . . . . . . . . . . . . . . . . . . . . . . . . Q22 49. The Animator . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q63
22. The Test . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q23 56. The Treasure Hunter . . . . . . . . . . . . . . . . . . . . . . . Q75
24. The Dragon-Rider . . . . . . . . . . . . . . . . . . . . . . . . . Q25 75. Travels of the Merchant . . . . . . . . . . . . . . . . . . . . . Q123
26. The Odd Couple . . . . . . . . . . . . . . . . . . . . . . . . . . Q27
29. Apprentice and Mentor . . . . . . . . . . . . . . . . . . . . . Q30
30. The Shadow of Death . . . . . . . . . . . . . . . . . . . . . . . Q31 COMMERCE
39. Shapeshifter . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q47
40. The Quest of the Mysterious Stranger . . . . . . . . . . . Q48 38. The Merchant . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q46
45. The Secret in the Pool . . . . . . . . . . . . . . . . . . . . . . Q56 75. Travels of the Merchant . . . . . . . . . . . . . . . . . . . . . Q123
50. Partners . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q66
60. The Mechanic . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q83
61. The Luckiest Person Alive! . . . . . . . . . . . . . . . . . . . Q84 EXPLORATION
62. The Dwarfs Adventure . . . . . . . . . . . . . . . . . . . . . . Q86
51. Gateways to the Realm . . . . . . . . . . . . . . . . . . . . . Q67
63. The Winged Horse . . . . . . . . . . . . . . . . . . . . . . . . . Q87
67. Travels of the Elf . . . . . . . . . . . . . . . . . . . . . . . . . Q101
64. Berserker Fury . . . . . . . . . . . . . . . . . . . . . . . . . . . Q88
67. Travels of the Elf . . . . . . . . . . . . . . . . . . . . . . . . . Q101
69. The White Knights Adventure . . . . . . . . . . . . . . . . Q106
71. The Return of the Dragon-Rider . . . . . . . . . . . . . . . Q112 OBSERVATION
73. Opposites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q117 55. The Mythologist . . . . . . . . . . . . . . . . . . . . . . . . . . Q73
76. The Magicians Adventure . . . . . . . . . . . . . . . . . . . Q125 59. The Physiologus . . . . . . . . . . . . . . . . . . . . . . . . . . Q81

KILL AN ENEMY SPECIAL COMPANION


1. Dragon Slayer . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q1 15. The Estranged . . . . . . . . . . . . . . . . . . . . . . . . . . . Q16
2. Passage into Darkness . . . . . . . . . . . . . . . . . . . . . . Q3 24. The Dragon-Rider . . . . . . . . . . . . . . . . . . . . . . . . . Q25
3. A Troll Hunt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q4 25. A Birthday Present for Someone Special . . . . . . . . . Q26
4. The Great Goblin War . . . . . . . . . . . . . . . . . . . . . . . Q5 26. The Odd Couple . . . . . . . . . . . . . . . . . . . . . . . . . . Q27
42. The Noble Knight . . . . . . . . . . . . . . . . . . . . . . . . . Q51 40. The Quest of the Mysterious Stranger . . . . . . . . . . . Q48
66. The Quest of the Fugitive . . . . . . . . . . . . . . . . . . . . Q97 43. The Golden Unicorn . . . . . . . . . . . . . . . . . . . . . . . Q53
44. The Return of the Adventurers . . . . . . . . . . . . . . . . Q55
46. Unexpected Reunions . . . . . . . . . . . . . . . . . . . . . . Q57
LOCATE ITEM 47. The Rescue of the Poetess . . . . . . . . . . . . . . . . . . . Q59
5. In Quest of Fabled Treasure . . . . . . . . . . . . . . . . . . Q6 52. The Nightmare . . . . . . . . . . . . . . . . . . . . . . . . . . . Q69
53. Love and Adventure I . . . . . . . . . . . . . . . . . . . . . Q70
10. The Quest of the Valiant . . . . . . . . . . . . . . . . . . . . Q11
57. The Spoiled Princess . . . . . . . . . . . . . . . . . . . . . . . Q77
14. In Pursuit of Hidden Magics . . . . . . . . . . . . . . . . . . Q15
63. The Winged Horse . . . . . . . . . . . . . . . . . . . . . . . . . Q87
25. A Birthday Present for Someone Special . . . . . . . . . Q26
71. The Return of the Dragon-Rider . . . . . . . . . . . . . . . Q112
72. Fortress in the Clouds . . . . . . . . . . . . . . . . . . . . . . Q114
74. The Master of the Elements . . . . . . . . . . . . . . . . . . Q118
77. The Revenge of the Dragon-Rider . . . . . . . . . . . . . . Q127

SPECIAL ITEM
31. Sword of Terror . . . . . . . . . . . . . . . . . . . . . . . . . . . Q32
34. The Zoological Specimen . . . . . . . . . . . . . . . . . . . . Q38
40. The Quest of the Mysterious Stranger . . . . . . . . . . . Q48
58. The Reluctant Transformer . . . . . . . . . . . . . . . . . . . Q80
60. The Mechanic . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q83

Page R20
Quest Index

SPECIAL ABILITY ALTERNATIVE


24. The Dragon-Rider . . . . . . . . . . . . . . . . . . . . . . . . . Q25 1. Dragon Slayer . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q1
32. The Quest of the Conqueror . . . . . . . . . . . . . . . . . . Q34 2. Passage into Darkness . . . . . . . . . . . . . . . . . . . . . . Q3
33. The Quest of the Green Cloak . . . . . . . . . . . . . . . . . Q36 3. A Troll Hunt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q4
36. A Thief in the Night . . . . . . . . . . . . . . . . . . . . . . . Q41 4. The Great Goblin War . . . . . . . . . . . . . . . . . . . . . . . Q5
37. Revenge of the Assassin . . . . . . . . . . . . . . . . . . . . . Q44 5. In Quest of Fabled Treasure . . . . . . . . . . . . . . . . . . Q6
39. Shapeshifter . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q47 6. The Mysterious Warlock . . . . . . . . . . . . . . . . . . . . . Q7
40. The Quest of the Mysterious Stranger . . . . . . . . . . . Q48 7. The Studies of the Shaman . . . . . . . . . . . . . . . . . . Q8
41. A Second Life . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q50 8. Journey into the Past . . . . . . . . . . . . . . . . . . . . . . Q9
42. The Noble Knight . . . . . . . . . . . . . . . . . . . . . . . . . Q51 9. A Perilous Journey . . . . . . . . . . . . . . . . . . . . . . . . Q10
44. The Return of the Adventurers . . . . . . . . . . . . . . . . Q55 10. The Quest of the Valiant . . . . . . . . . . . . . . . . . . . . Q11
49. The Animator . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q63 14. In Pursuit of Hidden Magics . . . . . . . . . . . . . . . . . . Q15
51. Gateways to the Realm . . . . . . . . . . . . . . . . . . . . . Q67 19. In Search of the Magic Realm . . . . . . . . . . . . . . . . . Q20
52. The Nightmare . . . . . . . . . . . . . . . . . . . . . . . . . . . Q69 23. The Mysteries of Magic . . . . . . . . . . . . . . . . . . . . . Q24
56. The Treasure Hunter . . . . . . . . . . . . . . . . . . . . . . . Q75 25. A Birthday Present for Someone Special . . . . . . . . . Q26
57. The Spoiled Princess . . . . . . . . . . . . . . . . . . . . . . . Q77 27. To Reach for the Stars . . . . . . . . . . . . . . . . . . . . . . Q28
61. The Luckiest Person Alive! . . . . . . . . . . . . . . . . . . . Q84 28. Travels of the Healer . . . . . . . . . . . . . . . . . . . . . . . Q29
64. Berserker Fury . . . . . . . . . . . . . . . . . . . . . . . . . . . Q88 31. Sword of Terror . . . . . . . . . . . . . . . . . . . . . . . . . . . Q32
68. One Who Walks Among Us . . . . . . . . . . . . . . . . . . . Q104 32. The Quest of the Conqueror . . . . . . . . . . . . . . . . . . Q34
70. The Gifted Child . . . . . . . . . . . . . . . . . . . . . . . . . . Q109 33. The Quest of the Green Cloak . . . . . . . . . . . . . . . . . Q36
71. The Return of the Dragon-Rider . . . . . . . . . . . . . . . Q112 34. The Zoological Specimen . . . . . . . . . . . . . . . . . . . . Q38
72. Fortress in the Clouds . . . . . . . . . . . . . . . . . . . . . . Q114 35. The Great Hunter . . . . . . . . . . . . . . . . . . . . . . . . Q40
74. The Master of the Elements . . . . . . . . . . . . . . . . . . Q118 36. A Thief in the Night . . . . . . . . . . . . . . . . . . . . . . . Q41
75. Travels of the Merchant . . . . . . . . . . . . . . . . . . . . . Q123 37. Revenge of the Assassin . . . . . . . . . . . . . . . . . . . . . Q44
77. The Revenge of the Dragon-Rider . . . . . . . . . . . . . . Q127 38. The Merchant . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q46
41. A Second Life . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q50
42. The Noble Knight . . . . . . . . . . . . . . . . . . . . . . . . . Q51
TEAMWORK 43. The Golden Unicorn . . . . . . . . . . . . . . . . . . . . . . . Q53
44. The Return of the Adventurers . . . . . . . . . . . . . . . . Q55
29. Apprentice and Mentor . . . . . . . . . . . . . . . . . . . . . Q30 46. Unexpected Reunions . . . . . . . . . . . . . . . . . . . . . . Q57
48. Sundered Siblings . . . . . . . . . . . . . . . . . . . . . . . . . Q62 47. The Rescue of the Poetess . . . . . . . . . . . . . . . . . . . Q59
50. Partners . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q66 48. Sundered Siblings . . . . . . . . . . . . . . . . . . . . . . . . . Q62
54. Love and Adventure II . . . . . . . . . . . . . . . . . . . . Q72 49. The Animator . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q63
62. The Dwarfs Adventure . . . . . . . . . . . . . . . . . . . . . . Q86 51. Gateways to the Realm . . . . . . . . . . . . . . . . . . . . . Q67
69. The White Knights Adventure . . . . . . . . . . . . . . . . Q106 52. The Nightmare . . . . . . . . . . . . . . . . . . . . . . . . . . . Q69
73. Opposites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q117 53. Love and Adventure I . . . . . . . . . . . . . . . . . . . . . Q70
76. The Magicians Adventure . . . . . . . . . . . . . . . . . . . Q125 54. Love and Adventure II . . . . . . . . . . . . . . . . . . . . Q72
78. The Druids Adventure . . . . . . . . . . . . . . . . . . . . . . Q131 55. The Mythologist . . . . . . . . . . . . . . . . . . . . . . . . . . Q73
56. The Treasure Hunter . . . . . . . . . . . . . . . . . . . . . . . Q75
57. The Spoiled Princess . . . . . . . . . . . . . . . . . . . . . . . Q77
STORY 58. The Reluctant Transformer . . . . . . . . . . . . . . . . . . . Q80
59. The Physiologus . . . . . . . . . . . . . . . . . . . . . . . . . . Q81
1. Dragon Slayer . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q1 66. The Quest of the Fugitive . . . . . . . . . . . . . . . . . . . . Q97
31. Sword of Terror . . . . . . . . . . . . . . . . . . . . . . . . . . . Q32 68. One Who Walks Among Us . . . . . . . . . . . . . . . . . . . Q104
46. Unexpected Reunions . . . . . . . . . . . . . . . . . . . . . . Q57 70. The Gifted Child . . . . . . . . . . . . . . . . . . . . . . . . . . Q109
47. The Rescue of the Poetess . . . . . . . . . . . . . . . . . . . Q59 72. Fortress in the Clouds . . . . . . . . . . . . . . . . . . . . . . Q114
48. Sundered Siblings . . . . . . . . . . . . . . . . . . . . . . . . . Q62 74. The Master of the Elements . . . . . . . . . . . . . . . . . . Q118
49. The Animator . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q63 75. Travels of the Merchant . . . . . . . . . . . . . . . . . . . . . Q123
57. The Spoiled Princess . . . . . . . . . . . . . . . . . . . . . . . Q77 77. The Revenge of the Dragon-Rider . . . . . . . . . . . . . . Q127
66. The Quest of the Fugitive . . . . . . . . . . . . . . . . . . . . Q97 78. The Druids Adventure . . . . . . . . . . . . . . . . . . . . . . Q131
70. The Gifted Child . . . . . . . . . . . . . . . . . . . . . . . . . . Q109
72. Fortress in the Clouds . . . . . . . . . . . . . . . . . . . . . . Q114
74. The Master of the Elements . . . . . . . . . . . . . . . . . . Q118
77. The Revenge of the Dragon-Rider . . . . . . . . . . . . . . Q127

DIMINISHMENT
30. The Shadow of Death . . . . . . . . . . . . . . . . . . . . . . . Q31
31. Sword of Terror . . . . . . . . . . . . . . . . . . . . . . . . . . . Q32
49. The Animator . . . . . . . . . . . . . . . . . . . . . . . . . . . . Q63

Page R21
Quests
1. Dragon Slayer

Dragon Slayer
KILL AN ENEMY STORY ALTERNATIVE

You have been set the task of fighting against a particularly nasty Dragon who has lately been plundering the
land. To succeed in this Quest you must carry out a rescue, destroy a Tremendous Dragon, and draw a Treasure
card from its Hoard or Lair. All these actions must take place at a single Hoard or Lair.

ACTIVE DRAGONS: Dragons that have been killed automatically regenerate at the end of every week (Dragons
on the map regenerate normally).

THE DRAGON: Your target Dragon is unknown until you rescue the Girl. If you have not rescued the Girl, the
other characters in the game may freely battle Tremendous Dragons at Hoards and Lairs without fear of
fulfilling your victory requirement for you. If you kill the Dragon before you rescue the Girl, that does not
fulfill your victory condition. You must kill it (again, if youve killed it earlier) after rescuing the Girl.

THE RESCUE: The first time you end a phase in a clearing containing a Hoard or Lair without being blocked,
you immediately rescue a young Girl left by terror-stricken locals as a sacrificial offering to the Dragon
living there. You become unhidden, and the Tremendous Dragon guarding that treasure site appears in
the clearing and blocks you (even if it was previously killed or located elsewhere on the map). Any other
uncontrolled monsters in the clearing must randomly move to other clearings in that hex tile. You may
automatically run away in the first round of combat, if you wish. You must have both a Move chit and a
Fight chit active in order to carry out the rescue (i.e., you cannot rescue the Girl as a Lion or with Melt
Into Mist active), otherwise your move continues normally. You can only do one rescue per game.

THE YOUNG GIRL: The young Girl is a minor character. She starts following you the moment you rescue her.
After you rescue her, roll one die to determine which Dwelling represents her home:

ROLL GIRLS HOME


1 Inn
2 Inn
3 House
4 House
5 Guard house
6 Chapel

The Girls home cannot be the same Dwelling as your destination; re-roll until you select a Dwelling other
than your destination. In Double Magic Realm, the Dwelling must be from the same game set as the Hoard
or Lair.
Upon ending a turn in the clearing containing the appropriate Dwelling, the Girl will leave you. Her family
is not wealthy, but they insist that you accept 10 gold in payment for your trouble. If you would rather
avoid the embarrassment and awkwardness of accepting gold from poor folk, you may instead generously
give her family 10 gold yourself. If you do so, any native groups which have members at the Dwelling,
along with any visitors present, immediately become one level friendlier to you for the remainder of the
game. You must escort the Girl home before concluding your Quest.

(continued on next page)

Page Q1
1. Dragon Slayer

GIFT OF HEALING: The Girl you rescue proves to be a healer. You may record one extra Rest phase each turn in
which she follows you. This bonus Rest phase cannot, however, recover a fatigued Magic asterisk.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed
your Notoriety value is 30.

AT START: warhorse
or weapon/armor counter
or workhorse, 20 gold
or 30 gold

NOTES: Sacrificing virgins to appease a Dragon until some Hero comes along to put an end to both the barbaric
practice and the Dragon itself is a well-worn theme in fantasy literature. The motion picture Dragonslayer
is an interesting modern treatment.

(new: 8/84, revised: 12/02)

Page Q2
2. Passage Into Darkness

Passage into Darkness


KILL AN ENEMY ALTERNATIVE

Rumors of horror spread throughout the land as the forces of Chaos bring forth their power. You have solemnly
pledged to help drive back the emissaries of Evil from their foul black pits and profane temples. To succeed in
this Quest you must kill a Tremendous Demon and either draw a Treasure card or learn a spell from its Site chit.

ACTIVE DEMONS: Killed Demons automatically regenerate at the end of every week (Demons on the map
regenerate normally).

SPIRITUAL SOLIDARITY: The Knights of the Order are Friendly to you if they are not already your Allies.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed
your Notoriety value is 10.

AT START: Light or Medium weapon/armor counter (excluding Bows)


or 1 companion
or 10 gold

NOTES: The Hero comes face-to-face with the terrifying embodiment of Evil. This Quest was inspired by the
observation that many players avoid Demons (and their Power Of The Pit spell) at all costs.

(new: 8/84, revised: 12/86)

Page Q3
3. A Troll Hunt

A Troll Hunt
KILL AN ENEMY ALTERNATIVE

As a child, you were horrified when your favorite uncle fell afoul of a Troll and was never heard from again. Now,
at last, the time has come to set matters straight. To succeed in this Quest you must score 30 points of Fame and
Notoriety in combat with Trolls.

ACTIVE TROLLS: Killed Trolls automatically regenerate at the end of every week (Trolls on the map regenerate
normally).

VAULT BUSTER: You possess a special charm that allows you to open any Vault immediately upon discovering
it.

FAME & NOTORIETY: You record Fame and Notoriety points only for Trolls. Other monsters you kill do not
count for points, and they do not cause any multiplication of Troll points. You may also claim Fame and
Notoriety for any treasures drawn from a Vault by displaying the treasures to the other players as you draw
them. If you choose to keep a Treasure card secret when drawing it, you cannot claim its points. You may
look at each Treasure card before deciding whether to show it.

AT START: Light or Medium weapon/armor counter (excluding Bows)


or 1 companion
or 10 gold

NOTES: This Quest is loosely based on Sams Troll Poem in The Fellowship Of The Ring by J. R. R. Tolkien. This
Quest can be played with just a single game set, but this is not really recommended due to the low number
of Trolls in play. With a single game set this Quest will probably be more frustrating than fun.

(new: 8/84, revised: 12/02)

Page Q4
4. The Great Goblin War

The Great Goblin War


KILL AN ENEMY ALTERNATIVE

Periodically, some particularly evil Goblin leader will obtain enough power to drive forth his minions in a war of
conquest against the peoples of the Magic Realm. In the midst of the latest assault your family fell victim, in
your absence, to a Goblin raiding force. The Goblin leader had them put to the sword. Upon discovering the ter-
rible news, you vow to take your vengeance. To succeed in this Quest you must kill the Goblin leader.

REQUIRED RULES: This Quest requires the use of optional Rule 10.B.2 Alerted Monsters and optional Rule
10.D.3 Optional Combat Rules. If these rules are not being used, this Quest may not be selected.

GOBLIN LEADER: Upon choosing this Quest you must select one of the Goblin Great Swordsmen to be the Gob-
lin leader (you can mark him with an unused counter). The Goblin leader is wearing the Magical Armor of
the Great Goblin. During Sunset any characters in the same clearing as the Goblin leader are immediately
unhidden. During a battle the Goblin leader cannot be placed on the sheet of a denizen if there are any
characters participating in that battle; he must always be placed on a characters sheet. If you succeed in
killing him he will regenerate as a regular Goblin. There can only be one Goblin leader, even in Double
Magic Realm.

MAGICAL ARMOR OF THE GREAT GOBLIN: The Goblin leader is an armored target. This armor is quite
ancient, and is wound about with exceedingly potent magic wards. The Goblin leader is therefore immune
to all spells (even Exorcise and Power Of The Pit) and attacks (even that of a red-side-up Tremendous mon-
ster).

THE TRIUMPH OF JUSTICE: The Magical Armor of the Great Goblin has only one weakness. It cannot stop the
blow of a person with blood to avenge. Thus, only your character is capable of defeating the Goblin leader
(the Goblin leader is still considered an armored target). Even you cannot use a magical attack or arrows,
you must use a striking weapon. You must defeat the Goblin leader personally; hired natives are powerless
against him.

GOBLIN FRENZY: Goblins are prowling every day and will automatically regenerate at the end of each week.
This is in addition to the regular Monster Roll, which is made normally. Once you have succeeded in killing
the Goblin leader the Goblins will regenerate and prowl normally; they will no longer frenzy. Peace With
Nature, whether used as a spell or as the Druids Special Advantage, will not prevent Goblins from appear-
ing on the map until the Goblin leader is killed and the frenzy is over.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed
your Notoriety value is 20.

AT START: weapon/armor counter


or 1 spell, 10 gold
or 20 gold

NOTES: The rousing goblin battles related in J. R. R. Tolkiens The Hobbit were the main inspiration for this
Quest.

(new: 8/84, revised: 12/02)

Page Q5
5. In Quest of Fabled Treasure

In Quest of Fabled Treasure


LOCATE ITEM ALTERNATIVE

Many stories you have heard tell of fantastic mythical treasures, long ago hidden or lost. Common sense suggests
that they are mere legend, embellished in each retelling down through the ages, but you cant quite accept that.
You decide to attempt to locate one of these storied treasure hoards. To succeed in this Quest you must locate
a Treasures Within Treasures (P) Treasure card and then obtain one of the Treasure cards or treasure counters
contained within it.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed
your Notoriety value is 30.

AT START: pony
or workhorse, 20 gold
or Heavy non-flying Dragon, 20 gold
or 2 companions, 10 gold
or 2 spells, workhorse
or 2 spells, Heavy non-flying Dragon
or 2 spells, 10 gold
or 1 spell, 2 companions
or 1 spell, 1 companion, 10 gold

NOTES: The search of Jason and the Argonauts for the Golden Fleece is a good example of this kind of adventure
in fantasy literature.

(new: 8/84, revised: 12/86)

Page Q6
6. The Mysterious Warlock

The Mysterious Warlock


TRAVEL ALTERNATIVE

A mysterious Warlock tells you of a difficult journey that he intends to undertake. Intrigued by the exotic tales
he tells, you ignore your misgivings and agree to be his escort. To succeed in this Quest you must first locate a
Shrine, and then travel to a Crag-1 clearing, where the Warlock will stay.

THE WARLOCK: You must select a Warlock to start the game with you when you choose this Quest. The Warlock
always follows you, and is considered a minor character while he follows you. You cannot make any move
that would leave him behind before reaching a Crag-1 clearing. He cannot be transmorphized, and will not
fly or use a horse movement bonus. If you are unhidden other characters in your clearing may trade with
him. You may always trade with him (he is Friendly to you). While he is following you he will not flip over
on a Monster Roll of 6.

WAGES: As an escort, you are in the employ of the Warlock and receive a fee from him for your services. The
gold you get At Start represents part of this fee. The Warlock will pay you the remainder when you succeed
in locating a Shrine. You may choose to either receive an additional 10 gold or to learn one of the Warlocks
spells. This payment is made at Midnight on the day you locate the Shrine.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed
your Notoriety value is 40.

AT START: 2 companions, 20 gold


or 40 gold.

NOTES: This Quest is simply an expansion of a mission in an earlier version of Magic Realm that was called
Warlock to Crag-1.

(new: 8/84, revised: 5/87)

Page Q7
7. The Studies of the Shaman

The Studies of the Shaman


TRAVEL ALTERNATIVE

Practitioners of the magical arts never pass up an opportunity to increase their knowledge and skill, even
though doing so usually entails grave personal risks. Being interested in magic yourself, you manage to convince
a Shaman to allow you to escort him on one such journey of discovery. To succeed in this Quest you must locate
an Altar, a Shrine, and a Statue (in any order).

THE SHAMAN: You must select a Shaman to start the game with you when you choose this Quest. The Shaman
always follows you, and is considered a minor character while he follows you. You cannot make any move
that would leave him behind. He cannot be transmorphized, and will not fly or use a horse movement
bonus. If you are unhidden other characters in your clearing may trade with him. You may always trade
with him (he is Friendly to you). He will not flip over on a Monster Roll of 6.

WAGES: In return for your services as an escort, the Shaman agrees to pay you a fee. The gold you get At Start
represents part of this fee. Each time you succeed in locating an Altar, Shrine, or Statue the Shaman will
make an additional payment to you. Each payment consists of either receiving 10 gold or learning one of
the Shamans spells. This payment is made at Midnight on the day you locate an appropriate treasure site.
In Double Magic Realm you may receive a payment for only one of each pair of Site chits.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed
your Notoriety value is 40.

AT START: 2 companions, 20 gold


or 40 gold

(new: 8/84, revised: 5/87)

Page Q8
8. Journey into the Past

Journey into the Past


TRAVEL ALTERNATIVE

You are serving as a guide to a famous and distinguished Scholar who has devoted his life to the study of the
history of the Magic Realm. Having exhausted the materials collected by his predecessors, he is determined to
conduct firsthand explorations. To succeed in this Quest you must travel to both a Lost City clearing and a Lost
Castle clearing, locating them and then spending one complete turn unhidden in each.

THE SCHOLAR: You must select a Scholar to start the game with you when you choose this Quest. The Scholar
always follows you, and is considered a minor character while he follows you. You cannot make any move
that would leave him behind. He cannot be transmorphized, and will not fly or use a horse movement
bonus. If you are unhidden other characters in your clearing may trade with him. You may always trade
with him (he is Friendly to you). He will not flip over on a Monster Roll of 6.

THE SCHOLARS TREASURES: You receive the three Treasure cards that the Scholar starts with. In Double
Magic Realm you may not look at these cards before selecting a Scholar. These cards cannot be sold back
to him.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed
your Notoriety value is 40.

AT START: 4 companions
or 40 gold

(new: 8/84, revised: 6/87)

Page Q9
9. A Perilous Journey

A Perilous Journey
TRAVEL ALTERNATIVE

A chance meeting along a road with what you took to be a harmless old lady has placed you in the company of
a mysterious, haggard Crone. Together, held by a curious mutual respect, you set out to explore the realms of
Natural Magic. To succeed in this Quest you must explore a Ruins hex, a Crag hex, and a Borderland hex by end-
ing a turn in each. In addition, you must also locate at least one treasure site within one of these hexes. If none
of these hexes contains a treasure site, then you must locate one treasure site anywhere.

THE CRONE: You must select a Crone to start the game with you when you choose this Quest. The Crone always
follows you, and is considered a minor character while she follows you. You cannot make any move that
would leave her behind. She cannot be transmorphized, and will not fly or use a horse movement bonus. If
you are unhidden other characters in your clearing may trade with her. You may always trade with her (she
is Friendly to you). She will not flip over on a Monster Roll of 6.

CRONES KNOWLEDGE: Having befriended one another, the Crones knowledge of the magical arts enables you
to ignore any Curses you may receive. Curses have no effect on you and do not prevent you from fulfilling
your Quest.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed
your Notoriety value is 20.

AT START: 1 companion, 10 gold


or 20 gold

(new: 12/86)

Page Q10
10. The Quest of the Valiant

The Quest of the Valiant


LOCATE ITEM ALTERNATIVE

There are many tales told concerning heirlooms lost because of carelessness or treachery. True-hearted, honor-
able, and seeking adventure, your sense of justice and destiny leads you to hunt out these lost treasures. To
succeed in this Quest you must locate a Treasure card with conditional Fame and deliver it to the appropriate
native band.

PEACEABLE: You may not attack any unhired native group that begins the game Neutral, Friendly, or Ally to
you. You may only attack unhired natives who begin the game Unfriendly or Enemy to you. This restric-
tion remains in place even if a protected native group becomes Unfriendly or Enemy to you during the
course of the game. If a native group chooses to attack you (Battle result on the Meeting Table), you
may fight them normally in that battle.

UNPRINCIPLED TRADERS: Whenever you attempt to purchase a Treasure card with conditional Fame from a
native group, the basic gold price must be at least 11. This rule will override the cards printed gold price,
and the effects of the commerce rules, if they would normally give a gold price of less than 11. Trading is
done normally if the gold price is 11 or more.

A PROUD ADVENTURER: You may never accept a Treasure card with conditional Fame as a boon. You must
always pay cash.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed,
your Notoriety value is 10.

AT START: workhorse
or Light or Medium weapon/armor counter (excluding bows)
or 10 gold

NOTES: The quest for the Holy Grail by King Arthurs knights, as related in Malorys Le Morte DArthur, inspired
this Quest.

(new: 8/84, revised: 12/02)

Page Q11
11. The Dragons Treasure

The Dragons Treasure


TRADITIONAL

Endless stories are told of Dragons and their dens loaded with treasure, and youve heard most of them. The
temptation finally becomes too strong youve decided to journey in search of such treasures yourself. To suc-
ceed in this Quest you must locate either a Hoard or a Lair and obtain four Great Treasures, one of which (at
least) must be drawn from the Hoard or Lair.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed
your Notoriety value is 30.

AT START: warhorse
or pony
or weapon/armor counter
or workhorse, 20 gold
or 2 companions, 10 gold
or 2 spells, workhorse
or 2 spells, 10 gold
or 1 spell, 2 companions

(new: 8/84, revised: 12/86)

Page Q12
12. The Connoisseur

The Connoisseur
TRADITIONAL

In your adventures as a treasure hunter, youve gradually lost interest in mere gold and common treasures. Now
only the Great Treasures are capable of arousing your imagination and desire. To succeed in this Quest you must
locate any treasure site and obtain two Great Treasures (they need not be drawn from the treasure site that you
discover).

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed
your Notoriety value is 10.

AT START: 1 companion
or 10 gold

(new: 8/84, revised: 85)

Page Q13
13. The Would-Be Enchanter

The Would-Be Enchanter


TRADITIONAL

Your discovery and study of ancient accounts concerning legendary magical items of perilous power has changed
your life. Now your dream is to become a great master of magic forces. To succeed in this Quest you must awaken
six new spells while learning at least two of them. No spell can be counted towards fulfilling the Quest unless
you succeed in casting it. These spells must not duplicate any of your original spells or each other.

IMMUNITY FROM CURSES: If you select Immunity From Curses as your starting option you have a magic
talisman that protects you. Curses have no effect on you and do not prevent you from completing the
Quest.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed
your Notoriety value is 30.

AT START: Immunity From Curses


or warhorse
or pony
or Heavy non-flying Dragon, 20 gold
or 2 spells, workhorse
or 2 spells, 1 companion
or 2 spells, 10 gold
or 1 spell, 2 companions
or 1 spell, 1 companion, 10 gold

(new: 8/84, revised: 1/87)

Page Q14
14. In Pursuit of Hidden Magics

In Pursuit of Hidden Magics


LOCATE ITEM ALTERNATIVE

You are intensely interested in the magical Artifacts and Spell Books of the ancients, and seek to find them at
any cost. To succeed in this Quest you must obtain one Artifact Treasure card and one Spell Book Treasure card.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed
your Notoriety value is 20.

AT START: workhorse, 10 gold


or 1 companion, 10 gold
or 2 spells
or 1 spell, workhorse
or 1 spell, 1 companion
or 1 spell, 10 gold

(new: 8/84, revised: 85)

Page Q15
15. The Estranged

The Estranged
TRADITIONAL SPECIAL COMPANION

Fancy treasures and obscure magical inscriptions are not for you or your band of fellow outcasts. Your tastes are
simple: gold, and lots of it. To succeed in this Quest you must obtain 200 points of gold and 40 points of Noto-
riety.

BAND OF OUTCASTS: You may choose three companions from the Rogues. These companions do not have to
be chosen in hiring order. You may take any Rogues available, excepting only the leader. In Double Magic
Realm, all three must be selected from the same band.

FAME & NOTORIETY: You ignore Fame completely; you may only record Notoriety points.
(new: 8/84, revised: 12/86)

Page Q16
16. Quest for Adventure

Quest for Adventure


TRADITIONAL

Your unquenchable thirst for adventure leaves you always eager to take on whatever Fate cares to throw in your
path. To succeed in this Quest you must obtain two Great Treasures, 60 points of Fame, 80 points of Notoriety, 40
points of gold, and learn or awaken one spell.

A TRUSTY MOUNT: You begin the game with one horse counter in addition to the At Start option you select.
Characters with a vulnerability of Heavy may choose a warhorse or a workhorse. Characters with a vulner-
ability of Medium or Light may choose a workhorse or a pony.

FAME & NOTORIETY: You record Fame and Notoriety normally.

AT START: weapon/armor counter


or 2 Light or Medium weapon/armor counters (excluding Bows), 10 gold
or 2 companions, Light or Medium weapon/armor counter (excluding Bows)
or Light or Medium weapon/armor counter (excluding Bows), 20 gold
or 1 companion, 20 gold
or 3 spells
or 2 spells, 1 companion
or 2 spells, 10 gold
or 1 spell, 1 companion, 10 gold
or 1 spell, 2 companions
or 1 spell, 20 gold
or 30 gold

NOTES: Players believed this Quest was too difficult to win with, so the 7/89 revision allows all characters to
receive a horse. The main purpose for the restrictions on selecting a horse is to prevent Fiery Blast from
being used with a warhorse.

(new: 85, revised: 7/89)

Page Q17
17. Quest for Fame

Quest for Fame


TRADITIONAL

Setting out to fulfill your dreams of heroic adventure, you boldly enter the unknown Magic Realm. To succeed in
this Quest you must obtain one Great Treasure, 40 points of Fame, and 10 points of Notoriety.

DEVELOPMENT: A character may play this Quest at a lower level of development, as explained in Rule Q1.10, if
desired. Characters playing at a reduced level of development receive the following bonuses:
1st level: extra Move phase, Hide phase, and Rest phase
2nd level: extra Move phase
3rd level: choice of helmet, Short Sword, or Axe

FAME & NOTORIETY: You record Fame and Notoriety normally.

AT START: 1 companion
or 10 gold

(new: 8/84, revised: 11/90)

Page Q18
18. Quest for Notoriety

Quest for Notoriety


TRADITIONAL

Intent on fulfilling your visions of adventure, you arent too concerned about becoming a hero in the process. To
succeed in this Quest you must obtain one Great Treasure, 10 points of Fame, and 60 points of Notoriety.

DEVELOPMENT: A character may play this Quest at a lower level of development, as explained in Rule Q1.10, if
desired. Characters playing at a reduced level of development receive the following bonuses:
1st level: extra Move phase, Hide phase, and Rest phase
2nd level: extra Move phase
3rd level: choice of helmet, Short Sword, or Axe

FAME & NOTORIETY: You record Fame and Notoriety normally.

AT START: 1 companion
or 10 gold

(new: 8/84, revised: 11/90)

Page Q19
19. In Search of the Magic Realm

In Search of the Magic Realm


TRAVEL ALTERNATIVE

Legend says that a mighty kingdom of old was once located in this land. Long ago it failed suddenly from some
unknown cause. You seek to determine the truth underlying the legend; to discover the lost Magic Realm. To
succeed in this Quest you must locate all the Lost Castles and Lost Cities.

STANDARD MAGIC REALM: In Standard Magic Realm there is only one Lost City and one Lost Castle, so the
victory requirements are amended as follows: To succeed in this Quest you must locate the Lost City, the
Lost Castle, and two treasure sites.
One treasure site must be in a Caves tile other than the one containing the Lost City; if there are no trea-
sure sites in the other Caves tiles, then you must locate a treasure site in the Lost City tile that is not in
clearing 3; if there are no other treasure sites in the Lost City tile then you must locate a treasure site in
any clearing that does not contain the Lost City or the Lost Castle.
The other treasure site must be in a Mountain tile other than the one containing the Lost Castle; if there
are no treasure sites in the other Mountain tiles, then you must locate a treasure site in the Lost Castle tile
that is not in clearing 1; if there are no other treasure sites in the Lost Castle tile then you must locate a
treasure site in any clearing that does not contain the Lost City or the Lost Castle.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed
your Notoriety value is 60.

AT START: warhorse, weapon/armor counter


or pony, weapon/armor counter
or Heavy non-flying Dragon, 2 weapon/armor counters, 10 gold
or workhorse, 2 weapon/armor counters, 10 gold
or 2 companions, 2 weapon/armor counters
or 6 spells
or 4 spells, 20 gold
or 3 spells, warhorse
or 3 spells, pony
or 3 spells, Heavy non-flying Dragon, 20 gold
or 3 spells, workhorse, 20 gold
or 2 spells, 1 companion, weapon/armor counter
or 2 spells, 2 companions, 20 gold

NOTES: Fair warning: this is an insanely difficult Quest!


(new: 85, revised: 12/02)

Page Q20
20. The Hidden Castle

The Hidden Castle


TRADITIONAL

You are searching for the ruins of a great castle built many ages past by your forefathers. A dark and terrible
defeat long ago drove your people from the ruined walls of the castle, but you still have hope of recovering some
relics. To succeed in this Quest you must locate any Lost Castle and obtain 40 points of Fame and 60 points of
Notoriety.

FAME & NOTORIETY: You record Fame and Notoriety normally.

AT START: pony
or weapon/armor counter
or workhorse, 20 gold
or 2 companions, 10 gold
or 2 spells, 10 gold
or 1 spell, 20 gold

(new: 8/84, revised: 12/86)

Page Q21
21. The Buried City

The Buried City


TRADITIONAL

Driven out of their ancestral home in a forgotten time long ago, your people became wanderers. They have never
felt at home in the scattered settlements to which they fled. This unease leads you to search for the long-for-
gotten city where your people once dwelt. To succeed in this Quest you must locate any Lost City and obtain 30
points of Fame and 40 points of Notoriety.

FAME & NOTORIETY: You record Fame and Notoriety normally.

AT START: pony
or weapon/armor counter
or workhorse, 20 gold
or 2 companions, 10 gold
or 2 spells, 10 gold
or 1 spell, 20 gold

(new: 8/84, revised: 12/86)

Page Q22
22. The Test

The Test
TRADITIONAL

As the Chosen One, you are called upon to prove yourself worthy to lead your people. A special trial of skill and
strength, which you must face alone, awaits you. Although you are not allowed to receive any assistance during
this trial, you have no shortage of equipment. To succeed in this Quest you must obtain 100 points of Fame and
100 points of Notoriety.

PEACEABLE: You may not attack any unhired native group that begins the game Neutral, Friendly, or Ally to
you. You may only attack unhired natives who begin the game Unfriendly or Enemy to you. This restric-
tion remains in place even if a protected native group becomes Unfriendly or Enemy to you during the
course of the game. If a native group chooses to attack you (Battle result on the Meeting Table), you
may fight them normally in that battle.

ON YOUR OWN: You may not execute any Trade or Hire phases during the game for any reason whatsoever. You
may not buy or sell anything, nor buy drinks.

SECRETLY A COWARD: You may, when you select this Quest, declare your weapon(s) to be immune to Event
Card #203, Weapon Breaks! Declaring this immunity requires you to obtain 120 points of Fame and 120
points of Notoriety to succeed in this Quest.

FAME & NOTORIETY: You record Fame and Notoriety normally. You cannot spend these points on missions or
campaigns.

AT START: warhorse, weapon/armor counter


or pony, weapon/armor counter
or 2 workhorses, 2 weapon/armor counters
or 3 weapon/armor counters
or 6 spells
or 3 spells, warhorse
or 3 spells, pony
or 2 spells, workhorse, weapon/armor counter

NOTES: The theme of a trial by fire or rite of passage, to prove oneself without recourse to any outside help,
occurs repeatedly in fantasy literature. It sometimes only appears as a subtle background theme, unlike
this Quest.

(new: 7/86, revised: 12/02)

Page Q23
23. The Mysteries of Magic

The Mysteries of Magic


ALTERNATIVE

Having decided to take the first faltering steps towards the mastery of Magic, you set off in search of the neces-
sary magical artifacts and an uncertain future. To succeed in this Quest you must learn and cast two different
spells.

REQUIRED RULES: This Quest requires the use of optional Rule 10.C.3 Enhanced Artifacts and Spell Books. If
this rule is not being used, this Quest may not be selected for play.

BEGINNERS ONLY: Only non-magic characters may play this Quest. Characters possessing any Magic action
chits are not allowed.

DEVELOPMENT: A character may play this Quest at a lower level of development, as explained in rule Q1.10.
This may be done in order to meet the Beginners Only restriction or simply to provide additional variety.
Characters playing at a reduced level of development receive the following bonuses:
1st level: extra Move phase, Hide phase, and Rest phase
2nd level: extra Move phase
3rd level: 10 gold At Start
Example: The Pilgrim may play this Quest only as an Acolyte or Guardian.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed
your Notoriety value is 20.

AT START: workhorse, 1 companion


or Heavy non-flying Dragon, 1 companion
or 2 companions

NOTES: Fantasy literature includes many interesting (and often funny) stories of people attempting to learn to
control and use magic. Skeeve in the Myth Adventure series by Robert Asprin, and Harold Shea in de Camp
& Pratts The Compleat Enchanter are good examples.

(new: 7/86, revised: 12/02)

Page Q24
24. The Dragon-Rider

The Dragon-Rider
TRADITIONAL SPECIAL COMPANION SPECIAL ABILITY

As one of the legendary Dragon-Riders, those eccentric Knights of the sky, you are obligated by your Dragon-
vows to perform heroic deeds to be remembered through the ages in song and story. To succeed in this Quest
you must obtain two Great Treasures, 60 points of Fame, and 60 points of Notoriety.

DRAGON-RIDER: You cannot be attacked by any Dragon, nor may you attack them. Dragons will, however,
block you if you are unhidden in their clearing (in greeting, not attack). During a battle, any uncontrolled
Dragons present in your clearing will temporarily join you and fight as though they were your hired
natives. (Thus, if you wish, your mere presence could prevent any Dragons from attacking other characters
in your clearing.) You may never loot a Dragon treasure location; if you are present in such a location
while someone else is looting it, you must engage them in combat (you cannot run away) or immediately
fail this Quest!

YOUR MOUNT: You start the game with a Heavy Flying Dragon as your companion. Whenever you and the
Dragon wish to leave one hex tile and enter another, you must ride the Dragon and fly. If you do not leave
your present hex tile during your turn you may either move normally (the Dragon follows you) or fly. You
may ride your Dragon during combat if you wish, and the Dragon still gets its attack. If your Dragon is
killed you cannot obtain another one, as it takes a long time to train one.

A DIFFERENCE OF OPINION: The Knights of the Order are your Enemies. They dont like Dragons! You can-
not do any trading with a character who has any of the Order as hired natives. If a Knight of the Order
(hired or not) is in your clearing during Evening, you must engage him in combat (you cannot run away)
or immediately fail this Quest! Exception: You are not required to call combat against the Knights of the
Order when you are in the Chapel, although they might attack you at the end of the day.

FAILING THE QUEST: Should you (for shame!) immediately fail this Quest, you and all your belongings are
removed from the map and remain out of play for the remainder of the game. You may not reenter the
game with another character.

FAME & NOTORIETY: You record Fame and Notoriety normally. You cannot take the Quest campaign chit.

AT START: weapon/armor counter


or Light or Medium weapon/armor counter (excluding Bows), 20 gold
or 3 spells
or 2 spells, 10 gold
or 1 spell, 20 gold
or 30 gold

NOTES: This was inspired by a Spanish comic strip entitled The Mercenary which appeared in Heavy Metal
magazine, and the video game Joust.

(new: 7/86, revised: 4/91)

Page Q25
25. A Birthday Present for Someone Special

A Birthday Present for


Someone Special
LOCATE ITEM SPECIAL COMPANION ALTERNATIVE

Weve all been faced with the problem of finding a suitable birthday gift for a close friend. In this case you and
your associates have thought of the perfect item its just a little matter of procurement. To succeed in this
Quest you must locate a Statue and then carry it with you to your destination.

YOUR FRIENDS: You begin the game with the following companions: one Wolf, one Ogre, one non-flying Heavy
Dragon, and one Heavy Troll. None of the companions may ever be ridden.

THE GIFT: A Statue has a weight of Tremendous, and may not be moved by any character or native leader not
under your control. Of your companions, only the Troll is capable of carrying a Statue. When a Statue
moves, its treasures and spells move along with it. While you are transporting it, the Statue is considered
to be your belonging and only your character and native leaders may use Loot, Magic Sight, or Read Runes
on it. The Statue cannot be transmorphized or cached. In Double Magic Realm you must choose which
Statue will be your gift before the Dwellings are revealed on the map.

AWKWARDNESS: On any turn during which you will attempt to move the Statue you may only record and
execute your Basic phases. You may not use Sunlight or Sheltered phases while moving the Statue.

FIRST IMPRESSIONS: All native groups and visitors are Unfriendly to you except your normal Enemies, who
remain Enemies, and the Rogues, who are Neutral.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed
your Notoriety value is 60.

NOTES: This was inspired by Robert Asprins Myth Directions, a volume in his Myth Adventure series.
(new: 7/86, revised: 9/90)

Page Q26
26. The Odd Couple

The Odd Couple


TRADITIONAL SPECIAL COMPANION

You and your friend, a big, quiet fellow, head out into the countryside to have a few laughs. To succeed in this
Quest you must obtain 150 points of Notoriety.

BIG, QUIET FELLOW: You begin the game with a Tremendous Troll as your companion. (This cannot be the
Troll residing at the Vault). You may use him just as you would a warhorse by riding piggy-back on his
shoulders, except, of course, that this warhorse has an attack and can tear people apart. He can also
fight separately in the same fashion as other companions. Only your character may ride him. If you are
killed he remains in the clearing and reverts to being a normal monster.

A DISGUISE WONT WORK: You can never be hidden while in a Dwelling. You cannot execute any Hide
phases while in a Dwelling, and you immediately become unhidden whenever you end a phase in a Dwell-
ing. Theres just no hiding a Tremendous Troll in a town or encampment. This restriction remains in effect
even if you enter a Dwelling without the Troll (the Trolls delicate stench permeates your clothes: dogs and
townsfolk can smell your approach). But you would never want to leave the Troll behind anyway, because
you two are

BOSOM BUDDIES: You may not fly while on this Quest. Your place is at your buddys side (or up on his shoul-
ders).

SURVIVAL INSTINCT: The Tremendous Troll cannot be killed. An attack that would kill him instead forces him
to immediately run away from the battle, and you lose 25 points of Notoriety. This running away is auto-
matic and cannot be prevented (do not roll on the Stumble Table). If you are riding him at the time, you
automatically run away also. If you are not riding him, but are present in the clearing, you may choose to
jump up on his shoulders as he passes by and automatically run away with him. The Troll cannot make any
attack for the next two days, as he has to recover from his wounds. He can move and carry items (includ-
ing you) normally, but his move time is increased to 6 while wounded. If he receives another kill result
while he is recovering, he again runs away (as above) and two more days are added to his total recovery
time.

A MALADROIT MOUNT: You may not cast any spells while riding on the Trolls shoulders.
PRIOR REPUTATION: All natives and visitors are Unfriendly except for the Rogues, who are Neutral.

FAME & NOTORIETY: You ignore Fame completely; you may only record Notoriety points. The Notoriety points
you earn are never multiplied for multiple kills; you receive only the basic Notoriety value for each kill.
Additional bounty points (optional Rule Q5.9) cannot be earned for discoveries and Treks.

NOTES: Players who are familiar with the long-defunct fantasy magazine EPIC will immediately recognize these
two as reincarnations of Cholly & Flytrap, creations of artist Arthur Suydam.

(new: 12/86, revised: 12/02)

Page Q27
27. To Reach for the Stars

To Reach for the Stars


TRAVEL ALTERNATIVE

A great Astronomer has decided that he needs a new observatory to better continue his studies of the heavens.
The only suitable sites for this new observatory are the Crag-1 and Mountain-1 clearings. The Astronomer has
hired you to escort him to one of these sites. The Astronomer is a minor character. To succeed in this Quest you
must move to one of the these observatory sites and help the Astronomer set up his observatory.

PEACEABLE: You may not attack any unhired native groups while on this Quest. If a native group chooses to
attack you (Battle result on the Meeting Table), you may fight them normally in that battle.

ASTRONOMICAL INSTRUMENTS: Your workhorse also represents the transport for the Astronomers equip-
ment (astrolabes, etc.). If it is killed before you set up the observatory site you must obtain another work-
horse or warhorse to replace it.

THE ASTRONOMERS WORK HABITS: Inasmuch as the Astronomer stays up all night studying the sky and
then sleeps most of the day, you may not execute any sunlight phases. You may only use basic, sheltered,
and extra phases. This restriction is lifted once the observatory is set up.

SETTING UP THE OBSERVATORY: You must spend one complete turn in the appropriate clearing to set up
the observatory. This cannot be done if there are any monsters present anywhere in the same tile, or if
there are any treasure locations present in the tile that you have not yet discovered. The Astronomer will
stop following you as soon as the observatory is set up.

SOLAR ECLIPSE: As soon as you select this Quest, before the Dwelling locations are revealed, you may write
down any date (day and month) likely to be played during this game. This date is kept secret from the
other players; treat it as a discovery that cannot be spied out. When the turn corresponding to this date
arrives, a total Eclipse of the Sun takes place. You are the only character that can take a normal turn on
this date. All other characters and hired native leaders (even yours, unless they are following you) will
automatically do nothing but Hide phases. No Monster Roll is made as all natives and monsters are dor-
mant except for the Ghosts. Monsters (except Ghosts) may not move, block or regenerate. You may block if
you wish. All combat is resolved normally. Only one Solar Eclipse may occur per game. If the Solar Eclipse
falls on a day skipped because of bad weather, it does not occur. After the eclipse occurs, the Astronomers
honor allows you to subtract one from Meeting rolls while he accompanies you. This has no effect on the
White Knight, who already has Honor as a Special Advantage.

CASTING A HOROSCOPE: Immediately after the Monster Roll for the day, you may declare Bad Omens and
cancel your entire written turn, replacing it with a single Hide phase. You must decide whether to do this
before any character takes a turn. There is no limit to the number of times you may do this.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed
your Notoriety value is 20.

AT START: workhorse, 10 gold

NOTES: Early astronomers commanded great power and respect due their ability to predict accurately such
events as eclipses. Although they laid the foundations for the modern science of astronomy, many of them
(notably Johannes Kepler) were also often deeply interested in astrology and the occult.

(new: 12/86, revised: 12/02)

Page Q28
28. Travels of the Healer

Travels of the Healer


TRAVEL ALTERNATIVE

You are escorting the famous Wilderness Doctor, travelling throughout the Magic Realm challenging sickness
and affliction wherever they may be found. The Wilderness Doctor is a minor character. To succeed in this Quest
in Standard Magic Realm, you must visit all of the buildings and campfires in the game, spending at least one
complete day in each. To succeed in this Quest in Double Magic Realm, you must visit all of the buildings in the
game, spending at least one complete day in each.

PEACEABLE: You may not attack any unhired native groups while on this Quest. If a native group chooses to
attack you (Battle result on the Meeting Table), you may fight them normally in that battle.

PRIOR REPUTATION: All native groups and visitors are Friendly to you except your Allies, who remain Allies.
WAGES: After spending a complete turn in a building, you may roll one die at Midnight to determine your share
of the donations received by the Wilderness Doctor. You receive gold equal to the die roll. You may make
this die roll only once per game for each building. If you spend a complete turn at a campfire you do not
roll for gold but instead may take one Treasure card of your choice from any native band present at that
campfire. You may only receive one Treasure card per campfire per game. Taking such a card is not consid-
ered a boon. You may not select a card with conditional Fame to the native band holding it. You cannot
sell any Treasure card received in this manner.

GIFT OF HEALING: You may record two extra Rest phases per turn, thanks to the presence of the Wilderness
Doctor. These bonus Rest phases cannot, however, recover fatigued Magic asterisks.

MERCY OF THE HEALER: Any wounded or fatigued character who is in the same clearing as you during Sunset
may claim Mercy of the Healer. This occurs even if you are hidden (you may remain hidden). You cannot
battle any character the Wilderness Doctor is attending, and that character will also receive two extra Rest
phases on the next turn. There is no limit to the number of characters that may be tended simultaneously.
Fatigued Magic chits do not count for this rule, and may not be rested with the bonus Rest phases.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed
your Notoriety value is 10.

AT START: workhorse

NOTES: Fantasy literature often depicts healers as having great wisdom and commanding much respect. Elrond
and Aragorn from J. R. R. Tolkiens The Lord of the Rings and U-Nasada from Richard Adams Maia are good
examples.

(new: 12/86, revised: 12/02)

Page Q29
29. Apprentice and Mentor

Apprentice and Mentor


TRADITIONAL TEAMWORK

Out of the bordering mists come two characters into the Magic Realm. One is an old master, long in years, wise in
the ways of the world; no longer tempted by gleaming treasures or the glories of combat. The other is young and
impetuous eager to explore the unknown and seek out adventure. This Quest has variable victory requirements
that are dependent upon the level of the younger character.

TEAMWORK: This Quest requires the use of two characters, as explained in Rule Q1.11.
THE APPRENTICE: Choose any character to be the Apprentice character. This character must start the game at
any of the first three levels of development, and receives only the action chits, weapon/armor counters,
spells, and Special Advantages applicable to that level. You must announce the level you will play at to the
other players when you choose the Apprentice character.

THE MENTOR: Choose any character to be the Mentor character, who starts with all action chits, weapon/armor
counters, spells, etc. normally received.

VICTORY CONDITIONS: Success in this Quest is dependent upon the starting level of the Apprentice charac-
ter. The Apprentice character must accumulate the following totals of Fame and Notoriety points:
Level 1 30 Fame and 30 Notoriety
Level 2 40 Fame and 40 Notoriety
Level 3 50 Fame and 50 Notoriety
In addition, the Apprentice character must choose at the start of the game to either obtain one Great Trea-
sure or learn two spells. The other players must be informed of the choice made.

FAME & NOTORIETY: The Apprentice character records Fame and Notoriety points normally, except that he
does not receive points for any item bought, found, or sold by the Mentor character or the Mentor charac-
ters hired natives. The Mentor character cannot record any Fame or Notoriety points while on this Quest. If
the Mentor character is killed his Notoriety value is 10.

AT START: 5 gold

NOTES: This was originally designed to help beginning players learn the Magic Realm system. A beginner would
be paired with an experienced player who, being a partner on the team, would be free to give as much
help and advice as necessary. The theme, an older and wiser person helping along a youngster but also
forcing him to prove himself, is quite common and not limited to fantasy literature.

(new: 12/86, revised: 1/88)

Page Q30
30. The Shadow of Death

The Shadow of Death


TRADITIONAL DIMINISHMENT

A lone figure appears unexpectedly, surrounded by a deathly aura. Knowing his life to be drawing to a close, he
nevertheless struggles to obtain one last good work and cheat Death of its victory. To succeed in this Quest you
must obtain 80 points of Fame.

PEACEABLE: You may not attack any unhired native group that begins the game Neutral, Friendly, or Ally to
you. You may only attack unhired natives who begin the game Unfriendly or Enemy to you. This restric-
tion remains in place even if a protected native group becomes Unfriendly or Enemy to you during the
course of the game. If a native group chooses to attack you (Battle result on the Meeting Table), you
may fight them normally in that battle.

CHANCE COMPANIONS: You start the game with an Escort Party mission chit. These people, who are minor
characters, must be escorted to their destination before you may conclude your Quest. You are not required
to do this within fourteen days; there is no time limit. Once you arrive at their destination you receive
payment in the form of Fame rather than gold. The Escort Party chit will then remain on the map in that
clearing as a normal mission chit.

APPROACHING DEATH: You must roll two dice once each day at Midnight. If you roll a 6 on either die you
suffer one permanent wound. If both dice show 6 you suffer two permanent wounds. You must remove all
two asterisk chits first, whether active or inactive, then the one asterisk chits, and finally the plain chits.
You must select from active chits first, and then select as desired from fatigued, wounded, color chits, and
Magic chits bewitching a target. When a Magic chit bewitching a target is taken as a permanent wound, the
spell cast by the chit is instantly broken. You do not roll the dice on days skipped during bad weather.

OLD WARHORSE: When selecting your warhorse you must take a T5/T7 warhorse if one is still available.
DOOM: You may ignore all Curses. They have no effect on you and cannot prevent you from fulfilling this Quest.
In addition, you do not have to return to any specific Dwelling or location to win. As soon as you succeed
in obtaining 80 points of Fame, and have escorted the Party to their destination, you will fulfill your Quest
at Midnight.

FAME & NOTORIETY: You ignore Notoriety completely; you may only record Fame points. If you are killed
your Notoriety value is 60.

AT START: warhorse, weapon/armor counter


or warhorse, 3 spells

NOTES: Ingmar Bergmans film The Seventh Seal was the main inspiration for this Quest.
(new: 12/86, revised: 3/03)

Page Q31
31. Sword of Terror

Sword of Terror
SPECIAL ITEM DIMINISHMENT STORY ALTERNATIVE

Curiosity can be a dangerous thing. You recently came upon a sword with mysterious figures engraved upon the
blade. The sword was underneath a pile of bleached bones. You discovered, upon picking up the sword, that the
weapon was possessed of a terrible enchantment. Now you are under its spell! To succeed in this Quest you must
break the swords enchantment, thereby freeing yourself of it.

THE TERRIBLE SWORD: Upon selecting this Quest you must choose a sword to be the enchanted weapon. This
weapon must be the heaviest, longest sword that you are capable of carrying and using. This is the only
weapon that you may have active until you succeed in breaking the enchantment upon it. You may not
drop, abandon, cache, sell, give away, or de-activate this weapon while the enchantment lasts. You must
use it whenever you fight; you cannot use any other weapon, Attack spell or Potion.

TRANSMORPHIZING: You cannot be transmorphized while you possess this sword. Any transmorphizing spells
cast at you are automatically cancelled.

ATTACKING: The swords enchantment makes it an extremely potent weapon. Whenever you hit your target
with this sword, the target is automatically killed. You do not roll on the Fumble Table. If you succeed in
hitting a horse, both the horse and its rider are automatically killed (this counts as only a single kill).

FEEDING THE ENCHANTMENT: Unfortunately the swords enchantment draws its power from your will to
survive. Each time you make a kill with the sword you immediately suffer a permanent wound. You must
remove all two asterisk chits first, whether active or inactive, then the one asterisk chits, and finally the
plain chits. You must select from active chits first, and then select as desired from fatigued, wounded, color
chits, and Magic chits bewitching a target. When a Magic chit bewitching a target is taken as a permanent
wound, the spell cast by the chit is instantly broken. A plain Fight chit must be the last chit removed (if
your character has one).

DEFENDING: Missile and magic attacks affect you normally, but the sword offers protection against striking
attacks. A striking attack that would normally give you a wound is ignored, and one that would give you
serious wounds or kill you instead gives you a single wound. Similarly, an attack that would damage your
armor does not affect it, and an attack that would destroy your armor merely damages it. The sword does
not give any special protection against red side up Tremendous monsters; you are killed if they succeed in
hitting.

STARTING LOCATIONS: A character playing this Quest may not start at a Chapel.
BREAKING THE ENCHANTMENT: First, you must end a turn in a Chapel. This is the normal way of removing
Curses. Sadly, your swords enchantment is not an ordinary one. The devout monks and nuns of the Chapel
are unable to break its power. They do, however, consult some ancient manuscripts on magic and are able
to offer three suggestions. You may attempt these in any order you wish. If a suggestion fails once it will
automatically fail throughout the rest of the game. No suggestion may be attempted before you reach a
Chapel.

(continued on next page)

Page Q32
31. Sword of Terror

FIRST SUGGESTION: Plunging the sword into the heart of a Demon may succeed in overpowering the swords
enchantment, which seems designed primarily as protection against mortals. If you succeed in killing a
Demon you may immediately Test the Enchantment.

SECOND SUGGESTION: You are taught an ancient ritual of exorcism. It can only be performed in an area of
extreme magical influence. If you succeed in ending a turn in a Crag-1 clearing when the Crag is enchanted
you may Test the Enchantment at Midnight.

THIRD SUGGESTION: One of the Chapels scholars believes that the sword may be the weapon of a long-ago
hero of the Lost City and that the enchantment is a double one: the original fighting enchantment and a
later one designed to discourage grave robbers. She thinks that if the sword was returned to its rightful
place in the heros tomb, the enchantment would release you. If you succeed in locating a Lost City you
may Test the Enchantment at Midnight.

TESTING THE ENCHANTMENT: Roll two dice. If you get a 6 on either die the enchantment breaks. Remove
the sword from the game. If you get a 6 on both dice the enchantment breaks but you must also take a
serious wounds result (optional Rule 10.A.1). Permanent wounds suffered from previous use of the sword
may be counted as part of any serious wounds suffered.

FINAL HOPE: If the first two suggestions you try fail to break the swords enchantment, the last one will auto-
matically succeed. You still must roll to see if you take serious wounds.

RECOVERY: Once you succeed in breaking the swords enchantment all your permanent wounds revert to being
normal wounds. They may then be healed normally.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed
your Notoriety value is 60.

NOTES: The inspiration for this Quest was The Misenchanted Sword by Lawrence Watt-Evans.
(new: 1/87, revised: 3/03)

Page Q33
32. The Quest of the Conqueror

The Quest of the Conqueror


SPECIAL ABILITY ALTERNATIVE

As a young adventurer in the Magic Realm, gold and treasure pale in comparison to your real desire: POWER! The
Magic Realm is just a ripe plum for the picking to you, and youll stop at nothing to become its absolute ruler. To
succeed in this Quest you must conquer and control over one third of the non-Valley hex tiles (Standard Magic
Realm: 6 tiles; Double Magic Realm: 11 tiles).

GATHERING AN ARMY: Instead of merely hiring a band of mercenaries you may try to stand unchallenged
as their permanent leader. To do this, you must challenge the leader of the particular band of natives you
desire to be part of your army. In one-to-one combat, you must defeat him, hoping that his followers will
recognize your leadership qualities and loyally pledge their lives to your cause.

ISSUING A CHALLENGE: You issue a challenge by doing a Hire phase in the leaders clearing without rolling
on the Meeting Table. Unfriendly and Enemy natives cannot be challenged, although they may still be
hired as mercenaries. The presence of uncontrolled monsters in a clearing cancels any challenge.

ONE-TO-ONE COMBAT: One-to-one combat is resolved during Evening. You are unhidden. Each native oppo-
nent you face in one-to-one combat begins combat dark side up. Native horses are used normally.

COUNTER-CHALLENGE: If you defeat the leader, there is a chance that one of the remaining natives in the
band will think himself more qualified than you. Roll two dice. If either die shows a 6 the native with
the lowest ID code number challenges you to one-to-one combat to avenge their fallen leader. This coun-
ter-challenge begins a new set of combat rounds in the clearing. Continue the process until you are killed,
you win the allegiance of the band, no natives remain in the band, or you run away this combat can-
not end any other way. Should you choose to run away from one-to-one combat that native group will be
Enemy to you for the remainder of the game. To run away you need only to outrun the single opponent
you are fighting, not the entire band.

WINNING A CHALLENGE: If you are successful in your one-to-one combat the remaining members of the
native band immediately become your companions. Winning a challenge does not affect your trading rela-
tionship with the native group that you challenged.

EVERYONE LOVES A FIGHT: A challenge and subsequent one-to-one combat supersedes any normal combat
and native attacks, even against non-participating characters in the same clearing. When a challenge has
been made no other battles may take place in that clearing that day. Any spellcasters present in the clear-
ing that are not participating in the one-to-one combat may not cast any spells that day.

(continued on next page)

Page Q34
32. The Quest of the Conqueror

CONQUERING TERRITORY: To conquer a hex tile, you must end your turn in one of its clearings, unhidden,
surviving all attacks from monsters, unfriendly natives, and other characters. Remaining monsters may
continue to inhabit a conquered hex and appear normally if triggered by future monster rolls. (They are
considered normal, albeit threatening, parts of the terrain.)

HOLD THE FORT: To retain possession of a conquered hex tile, a garrison of at least one hired native or com-
panion must be left behind when you leave the hex tile. Whenever your character is not present in the
hex tile the following special rules apply: The garrison is immune to attack from uncontrolled monsters.
The garrison is treated as another monster group. They are always prowling and will combine with other
monsters to attack an unhidden character. If the garrison is killed, the hex tile is no longer considered
conquered for victory conditions.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed
your Notoriety value is 70.

AT START: warhorse, weapon/armor counter, 10 gold


or pony, weapon/armor counter, 10 gold
or workhorse, 2 weapon/armor counters, 20 gold
or 5 spells, Wolfhound, 10 gold
or 4 spells, Wolfhound, 20 gold
or 3 spells, warhorse, Light or Medium weapon/armor counter (excluding Bows)
or 3 spells, pony, 10 gold
or 3 spells, workhorse, 30 gold

NOTES: Quest designed by Mike Decker.


(new: 1/87, revised: 10/90)

Page Q35
33. The Quest of the Green Cloak

The Quest of the Green Cloak


SPECIAL ABILITY ALTERNATIVE

Surveying the course of events in the Magic Realm, you have become incensed with the widening gap between
the haves and the have-nots. If there is any justice in the world, the fat cats must pay and the poor people given
a chance at the good life. To succeed in this Quest you must Confront a character, rob him of all his Treasure
cards and gold, and leave them at a Chapel to be distributed to the poor. If possible, you must spare the life of
the character you rob.

WANDERER: You may not start the game at a Chapel. In Double Magic Realm you must select which Chapel you
will leave the stolen wealth at before the Dwellings are revealed on the map.

YOUR MENTOR: Through an unforeseen set of circumstances a peculiar old man befriends you, and sees in you
the continuation of a tradition of justice-minded adventurers who fight to restore equality to the land. To
aid you in your Quest he entrusts you with a mysterious Green Cloak.

THE GREEN CLOAK: This garment is automatically activated whenever your character is in a Woods hex tile.
The cloak cannot be activated in any other kind of hex tile. Whenever you are hidden with the Green Cloak
activated a mist of invisibility envelopes you, your belongings, and all your companions. Remove your
characters counter from the map until you enter a non-Woods hex. You may spend any number of turns
hidden in this fashion without having to make any additional Hide rolls as long as you do not enter a non-
Woods hex. Upon entering a non-Woods hex your characters counter returns to the map, hidden side up.

INVISIBILITY: While invisible, you have complete peace with nature your presence in a hex does not cause
any prowling denizens, including treasure site monsters, to appear or move. You may even decline to turn
over or inspect any Warning and Sound chits present in order to keep your location secret from the other
players. You may conduct any activity except Trade and Hire, recording your move normally but with a bit
more care since your opponents will probably want to check over your movements when you reappear on
the map.

INVISIBILITY AND MOVEMENT: You may use walking the woods (Rule 7.3.4) while invisible. You may also
move directly from one Woods hex to another adjacent one when no road crosses their common hexside,
but you must roll for the clearing you enter as noted in Rule 7.3.3b.1. Your companions are always able
to follow these special movements. While invisible, you always take your turn first. If you block another
player or denizen your counter immediately returns to the map, unhidden side up, and you are no longer
invisible.

HONOR: If you attack and kill another character any possessions gained as a result may not be used to fulfill
the victory conditions of this Quest. Only possessions gained as a result of a Confrontation may be used to
fulfill the Quest victory conditions.

(continued on next page)

Page Q36
33. The Quest of the Green Cloak

YOUR VICTIM: You may Confront any character who has obtained at least one Treasure card. Cards received at
the start of the game do not count.

THE CONFRONTATION: At Sunset of any day in which you occupy the same clearing as your intended victim,
and the victim is unhidden or you have found hidden enemies that day, you may declare a Confronta-
tion. Confronting a character causes you to immediately become unhidden (return your counter to the map
if invisible). No Confrontation is possible if uncontrolled monsters are present.

YOUR VICTIMS CHOICES: When Confronted, your victim has the option of either giving you all his Treasure
cards and gold, or facing you in combat (all hired natives and companions may participate). If your victim
voluntarily gives you his wealth, no combat occurs. If you are killed by your would-be victim, your posses-
sions, including the Green Cloak, transfer normally. Confrontation occurs before normal combat and may
take place in any hex tile. Confrontation survivors may not fight each other again that day.

DELIVERING THE GOODS: The loot taken from your victim is delivered to the Chapel by ending a turn there.
This loot is then removed permanently from the game.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed
your Notoriety value is 30.

AT START: 1 companion, Light or Medium weapon/armor counter


or 2 companions, Wolfhound
or 2 companions, 10 gold

NOTES: Quest designed by Mike Decker.


(new: 1/87, revised: 10/90)

Page Q37
34. The Zoological Specimen

The Zoological Specimen


SPECIAL ITEM ALTERNATIVE

Your father is a knowledgeable and renowned man of learning who takes great interest in the wild creatures of
the Magic Realm. His insatiable curiosity brings him into contact with a large variety of animals, but he is frus-
trated in that he has never had the opportunity to examine, up close, a living specimen of Tremendous monster
from the Magic Realm. To help Dad out (and succeed in this Quest), you volunteer to capture a Tremendous mon-
ster and bring it back alive to your destination.

PEACEABLE: You may not attack any unhired native groups while on this Quest. If a native group chooses to
attack you (Battle result on the Meeting Table), you may fight them normally in that battle.

THE KNOCKOUT ARROW: Your father has supplied you with a Light Bow and seven arrows tipped with a pow-
erful tranquilizer. By inflicting at least Medium damage on a Tremendous monster the drug-tipped arrow
will penetrate the monsters hide enough to render it harmless. The tranquilizer, however, takes a while to
produce its effect. Tremendous monsters will continue to fight for two additional rounds of combat before
going to sleep. Other targets fight for one additional round after being hit. Due to their special nature,
knock-out arrows cannot kill a target.

THE CAGE: Your father has sent a cage along with you large enough to hold any single Tremendous monster,
plus the necessary devices to keep the creature from harming you during transport (muzzles, chain, rope,
etc.). Its size prevents you from using a pony movement bonus.

ALL GOOD THINGS MUST PASS: The tranquilizers effects last for only two days. At the start of the third full
day of its captivity, the monster will regain consciousness and start raising an incredible fuss. From that
turn on, all your attempts to hide will automatically fail. You dare not re-tranquilize your monster for fear
of causing permanent damage.

GETTING THERE WAS HALF THE FUN: A caged Tremendous monster is ponderous! Regardless of terrain or
weather, you may only record and execute Basic phases (no Sunlight or Sheltered phases) each day after
capturing your monster. The cage, whether occupied or not, cannot be flown or transmorphized. You may
not abandon the cage while it is occupied.
The cage, and any monster within it, is always treated as one of your characters belongings. A caged mon-
ster cannot be attacked or harmed. If you are killed, your caged monster immediately regenerates back
to the Set Up Card. Exception: On the Death Quest, a result of Dj Vu or Youre Still Alive allows you to
retain possession of a caged monster.

BORN FREE: You may release your monster back into the wild any time that you desire by executing a Cache
phase. Fortunately, the cage has an ingenious release mechanism that allows you to run away toward the
clearing of your choice at the moment the cage door swings open. Not so lucky are any other characters
unhidden in the clearing where the release takes place. The monster will remain in that clearing and will
block any unhidden character who ends a phase in that clearing. A released monster never prowls, but will
regenerate normally. If released at a Dwelling, it will attack all uncontrolled natives and any other unhid-
den individuals present during Evening.

(continued on next page)

Page Q38
34. The Zoological Specimen

NO RECAPTURE: You cannot capture any monster more than once. They arent dumb! A once-captured monster
will know your scent, your attack technique and the sound of your footsteps. You cannot attempt to re-
tranquilize it; if you go back into the same clearing while it remains there, you become unhidden and are
immediately blocked. You will have to use normal combat techniques to kill the monster and get your cage
back. The only alternative will be to return to your starting location and get another cage from Dad (you
may only have one cage at a time).

LOW AMMO: Your Light Bow may not be used in normal combat. You may only use it to shoot tranquilizer
arrows at monsters, natives, and characters. Once your seven arrows are expended you cannot obtain any
more. To be effective against any opponent besides a Tremendous monster, at least Light damage must be
inflicted. Tranquilized characters are considered hidden while tranquilized, and may not be caged.

A CURIOUS SIGHT: Its not every day a caged Tremendous monster comes through. Whenever you are trans-
porting a Tremendous monster in the cage all native groups and visitors are one level friendlier to you than
normal.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed
your Notoriety value is 10.

AT START: 50 gold
or 1 companion, 40 gold

NOTES: Quest designed by Mike Decker.


(new: 1/87, revised: 12/02)

Page Q39
35. The Great Hunter

The Great Hunter


ALTERNATIVE

What a difference a day makes. Last night you were having a few drinks with your friends, boasting of your
accomplishments as a great hunter of the creatures of the Realm. Unfortunately, this morning you were reminded
of the bet you made last night, and you have no choice but to go through with it. Your Quest is to gain 40 gold
in monster heads and deliver them to your betting partner.

YOUR BETTING PARTNER: Your betting partner is an expert in the creatures of the Realm, and greatly desires
their heads. You must return the heads to him, where he will pay a set sum of gold for each head. He is
located at your destination.

GOLD VALUE OF HEADS: Your partner will pay 2 gold for Medium, 5 gold for Heavy, and 8 gold for Tremen-
dous heads. The gold price is increased by 1 for armored monsters (after all, theyre harder to kill).

NOW THE HARD PART: Killing the creatures can be easy, but collecting the heads is a little more difficult. You
cannot claim the heads if you run away from combat. Such heads are lost to you, even if you return to the
clearing later (they have been destroyed by scavengers). If combat ends in your clearing you may claim
heads from your kills. Head values are never multiplied for multiple kills (unlike Fame and Notoriety).

YOUR PORTERS: You have porters following you to carry the heads. These porters are minor characters. If you
are playing with optional Rule Q5.2 Restricted Ambush, these porters do not prevent you from attempting
an ambush as they have been trained in the techniques of the hunt. They may carry Tremendous weight.

YOUR DOG: You start the game with one Wolfhound, which represents your noble and trusty hunting dog. The
dogs presence, like the porters, does not prevent you from attempting an ambush.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed
your Notoriety value is 10.

NOTES: Loosely based on the story from Greek mythology of Orion the Hunter, and also on the Avalon Hill game
Source of the Nile, by Ross Maker & Dave Wesely. Quest designed by Mike Blomberg.

(new: 5/87, revised: 12/02)

Page Q40
36. A Thief in the Night

A Thief in the Night


SPECIAL ABILITY ALTERNATIVE

The leader of the Thieves Guild is seeking someone he can groom to take over as leader someday, and you have
been chosen. But first you must prove your worthiness. To succeed in the Quest you must obtain the equivalent
of 50 points of gold in stolen items along with one Great Treasure (which need not be stolen).

GOLD EQUIVALENCY: For the purposes of this Quest, Treasure cards and counters stolen are not sold for gold.
Instead, use their base gold value (the Commerce rules are ignored for this). All stolen items must be dis-
played.

STEALING: You may only steal from native bands. To attempt any theft you must first locate the native bands
treasures. Locate and Loot rolls can only be taken while you are hidden. Once you locate the treasures roll
one die to determine the amount of loose gold you pick up. When looting, make a normal Loot roll but, if
the band has more than six treasures/weapons, you may choose to use either the number on the high die
or the total of both dice.
Example: If you roll a 5 and a 3 you may steal either the 5th item or the 8th item.
Immediately after deciding which item to steal you must make a Hide roll. You do not make this Hide
roll if you fail to get an item to steal with your Loot roll. If you fail this Hide you take the item but you
are immediately blocked and the native group becomes Enemy to you for the remainder of the game. You
may only make a maximum of three Loot rolls per day when attempting to steal from a native band. This
restriction cannot be increased by any means whatsoever.

THE COMMANDER IS NO DUMMY: Once you have successfully looted a native bands belongings the theft
will be discovered. The remaining treasures will be moved and additional guards posted, precluding any
further attempts at stealing from that native band on future turns.

(continued on next page)

Page Q41
36. A Thief in the Night

THE THIEVES GUILD: The Guild has been allowed to exist due to the useful information it provides the rulers
and people of the Realm, and because of its Code of Honor.

CODE OF HONOR PART 1: No Treasure card with conditional Fame to a native band may be stolen from that
band. Also, if you steal or otherwise obtain a Treasure card with conditional Fame you must return it to
the corresponding native band (if it is on the map) or to a Dwelling where they could come on (if they are
not on the map). To do this, go to the Dwelling hidden and execute a Trade phase (even if the native group
is your enemy). At Midnight, you collect the base gold value for the card if the leader is there, or the
base value (fractions rounded up) if he is not there. Do not roll on the Commerce Table as you are dealing
with a go-between. The group will not become one level friendlier. If the native leader is not present the
card is assumed to be in a cache until he arrives to claim it.

CODE OF HONOR PART 2: You may not steal from any native band at either your starting location or your
destination.

CODE OF HONOR PART 3: The Guild Code of Honor states that you may not take a persons life. If you inten-
tionally kill a native or another character you immediately fail this Quest and may not return to the game.
If you are blocked when stealing, you must attempt to run away. In the first round of combat your only
opponent is the native leader, who is light side up and not riding any horse (even if he owns a horse, he
is caught by surprise and has not had time to mount up). In subsequent rounds (if any) you will face all
members of that native band (including any mounts). These additional natives enter the battle dark side
up. You must always attempt to run away each round. If you fail to run away and survive all combat, you
must pay the Dwelling in gold and treasures (using the base gold value) an amount equal to the Notoriety
value of any natives you may have killed in self-defense (values multiply normally). This amount repre-
sents a token payment to the families and your remorse over having broken the Code. If you do not have
this amount, you must obtain it and pay this debt before you may claim victory. In the future this Dwell-
ing is off limits to you for any future thefts. Treasure cards paid to a Dwelling are given to any native band
present or placed in a cache if none are present.

USED MERCHANDISE: Any item that you steal and later use for any purpose cannot be claimed for victory
purposes. You may use stolen workhorses and ponies for their movement bonus and as pack horses, but
they cannot be claimed if used in combat.

(continued on next page)

Page Q42
36. A Thief in the Night

A DIFFERENCE OF OPINION: The Patrol is your Enemy. If at any time you are in the same clearing as the
Patrol, unhidden, and fail to run away from them you are captured (no combat takes place). This can occur
in two different ways. 1) If you blunder unhidden into a clearing containing the Patrol you are blocked. 2)
If the Patrol is present and you fail a Hide while stealing, they will capture you if you fail to run away from
the native bands leader.

ESCAPE: If captured by the Patrol, the only phases you may execute are Escape phases. Until you succeed in
escaping you do not participate in any combat rounds and cannot block other characters. Each Escape
phase you roll two dice. If the high die is a 3 or less you escape and can run from that clearing. You
retain all your possessions, stolen or not, when escaping. In their vanity, certain you could not escape,
the Patrol left all your items in plain sight. In addition, when escaping you may also make one free normal
Loot roll on the Patrols items, which is a kind of in your face! gesture. Any item stolen in this way may
be used by you and still claimed for victory (Used Merchandise does not apply to it).

REMAINS OF THIEF: Years ago a master thief, almost a legend now among the Guild members, claimed to
have located something magnificent and went off to obtain it. He was never heard from again, and there is
much speculation about what happened to him. If you should find the Remains Of Thief Treasure card you
may claim victory upon reaching your destination with the remains. All debts and Curses must still be
removed, of course, and the remains may not be used to pay off debts.

BOUNTY HUNTERS: Although the Guilds Code of Honor prohibits you from killing another character, there is
nothing to keep other characters from trying to kill you. If you are attacked by another character and kill
him in self-defense, you may use all items he has for victory purposes exactly as if you had stolen them.
The Code of Honor does not apply to Bounty Hunters! If another character does succeed in killing you, the
Patrol becomes one level friendlier to him. If you were killed at a Dwelling, any native group present there
also becomes one level friendlier to the Bounty Hunter.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed
your Notoriety value is 30.

AT START: workhorse

NOTES: Thieves are quite common in fantasy literature. The thief and the Thieves Guild represented here are a
combination of characters (and their morals) from three sources: Shadowspawn (Hanse), created by Andrew
Offutt for the Thieves World anthologies edited by Robert Asprin; Jimmy the Hand and the Mockers from
the four volume work The Riftwar Saga (introduced in volume two, Magician: Master) by Raymond E. Feist;
and Slippery Jim DiGriz from Harry Harrisons Stainless Steel Rat series. Quest designed by Mike Blomberg.

(new: 5/87, revised: 6/87)

Page Q43
37. Revenge of the Assassin

Revenge of the Assassin


SPECIAL ABILITY ALTERNATIVE

Years ago, as a youngster, you were horrified to learn of your Fathers death in a mindless training exercise
for the military. Upon seeking compensation, you and your Mother were cast out as traitors by the commander.
Slowly through the years your hatred for that commander and all authority grew as you watched your Mother
struggle to provide and, in the end, die in shame. Now, after months of training, your hatred is so deep that you
are ready to take your vengeance upon the world. To succeed in this Quest you must obtain 15 points of Notori-
ety and 10 points of gold in native leader bounty.

SWORDSMAN ONLY: The Swordsman is the only character allowed to play this Quest.
ASSASSINATION ONLY: You may not attack any unhired native groups in regular combat while on this Quest.
If a native group chooses to attack you (Battle result on the Meeting Table), you may fight them nor-
mally in that battle.

STARTING LOCATION: You must start the game at a Chapel.


THE HATED COMMANDER: Roll one die to select a leader: 1, 2, or 3 is the Soldiers leader; and 4, 5,
or 6 is the Guards. In Double Magic Realm assign each game set to be either odd or even before the
roll. The leader selected by this roll is the one who originally threw you out, and must be the first leader
you attempt to assassinate. If you fail to assassinate him you must try again later you cannot win this
Quest while he lives.

ASSASSINATION: To attempt an assassination, you must be hidden and in the same clearing as your target at
the end of normal combat. All natives are considered to be asleep. Begin another set of combat rounds and
place the leader on your combat sheet with his slowest move time showing. He is so well-trained that you
cannot obtain complete surprise. In the first round you fight only the leader, who does not make an attack
of his own (he has not had time to draw his weapon). If he survives the first round he fights normally in
the second round. If any additional rounds occur you must fight the entire native band. Neither you nor
the leader may use a horse in the first two rounds.

SECRECY: If you succeed in killing the native leader in the first two rounds you automatically run from the
clearing. If combat ends in your clearing during an assassination attempt you automatically run from the
clearing. You do not roll on the Stumble Table in either case. If you do not succeed in killing the leader
in the first two rounds of combat that native group will become Enemy to you for the remainder of the
game.

FAILURE: A failed assassination attempt will result in increased vigilance. If you fail to kill a native leader you
may not make another attempt on him until you have tried an assassination on another leader in a differ-
ent clearing.

NO AMBUSH: You cannot ambush any native band. You want to meet your victim face to face.
(continued on next page)

Page Q44
37. Revenge of the Assassin

OUTCASTS: All native groups are Neutral, except your normal Enemy and Unfriendly groups, who remain
unchanged. The Knights of the Order at your starting location are Neutral, but will never block or attack
you (unless you attack them first, in which case they become Enemy to you for the remainder of the
game). You may not execute any Hire phases while on this Quest.

IMMUNITY: You may never assassinate the Order leader who is present at your starting location. Since he
allowed you and your Mother to live there, you allow him to live. Once you have made a successful assas-
sination of a native leader, you may not hit that native band again.

GOLD BOUNTY: You may obtain and spend gold in any of the normal ways, but only gold obtained as a bounty
from the assassination of a leader may be counted for the purpose of fulfilling your Quest. You do not have
to retain the bounty gold to win; simply keep a record of how much you obtain.

FAME & NOTORIETY: You ignore Fame completely; you may only record Notoriety points gained by killing
native leaders.

NOTES: Assassination is a fairly common theme, whether primary or underlying, in fantasy literature. Prince
Arutha in Raymond E. Feists four volume work The Riftwar Saga seemed to be plagued by assassination
attempts. Conans obsession with revenge over Thulsa Dooms murder of his parents in the movie Conan the
Barbarian is an excellent example of the revenge motive attempted in this Quest. Quest designed by Mike
Blomberg.

(new: 5/87, revised: 4/03)

Page Q45
38. The Merchant

The Merchant
COMMERCE ALTERNATIVE

There is always a piece of gold waiting to be spent, if one is willing to search it out. Thats been your motto, and
now you have the chance to put it to the ultimate test. Eager with anticipation, you set out to enjoy adventure,
exploration, and some sharp trading. To succeed in this Quest you must accumulate a total of 80 points of gold.

REQUIRED RULES: This Quest requires the use of optional Rule 10.D.2 Commerce. If this rule is not being
used, this Quest may not be selected for play.

PEACEABLE: You may not attack any unhired native groups while on this Quest. If a native group chooses to
attack you (Battle result on the Meeting Table), you may fight them normally in that battle.

NO LOOTING: Your character may never use the Loot Table or Magic Sight to obtain Treasure cards or counters
while on this Quest. As a businessman it would be unbecoming for you to be seen grubbing around in the
dirt like a common adventurer. This prohibition does not apply to any native leaders you may hire.

BARTER: You roll one die instead of two for all Trade die rolls.
MISCELLANEOUS TRADING: Each time that you end a turn in a Dwelling without being blocked you may
conduct Miscellaneous Trading. This occurs during Sunset. You may conduct Miscellaneous Trading while
hidden. To resolve this trading roll two dice (adding them together) and then have one of your opponents
do the same for the locals. If the locals total is equal to or greater than your total you receive that amount
in gold. If the locals total is less than yours, you receive no gold and are fined 1 gold by the local authori-
ties for creating a public disturbance. Failure to pay the fine results in the confiscation of your workhorse
(return it to the Rogues). You may only attempt Miscellaneous Trading once per game per Dwelling. You
may not trade at a campfire unless at least one uncontrolled native is present.

YOUR STOCK IN TRADE: Your workhorse carries your inventory of small goods. If you should lose your work-
horse, you also lose the ability to do any further Miscellaneous Trading for the remainder of the game.

BUSINESS IS BUSINESS: All native groups and visitors are Neutral to you except your Friends and Allies, who
remain unchanged.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed
your Notoriety value is 10.

AT START: workhorse, 40 gold


or workhorse, 1 companion, 30 gold

NOTES: This Quest is good practice in learning to make full use of the Commerce rules. Beware of playing this
Quest if someone else is playing The Quest of the Green Cloak (#33).

(new: 5/87, revised: 12/02)

Page Q46
39. Shapeshifter

Shapeshifter
TRADITIONAL SPECIAL ABILITY

Immemorial legends speak of creatures able to change their shape at will, who stalk through forlorn lands in
search of both prey and precious items to ease their troubled existence. You are such a creature. Unfortunately,
you do not have complete control of the process. To succeed in this Quest you must obtain two Great Treasures,
20 points of Fame, and 80 points of Notoriety.

YOUR FACADE: Choose any character when selecting this Quest. You play this character normally whenever
you are not under the effects of Shapeshifting.

SHAPESHIFTING: You may invoke Shapeshifting each day during Sunrise. To do this, select any killed monster
counter (you may not take a monster counter from the Set Up Card or the map). For the rest of the day
you play exactly as if you had absorbed this monster using the Absorb Essence spell. At Midnight the mon-
ster counter automatically regenerates and you return to your characters normal form. This process does
not cause you any fatigue.

SPECIAL MOVEMENT: When Shapeshifted to a flying monster you must fly when moving. Shapeshifting to a
non-flying monster allows you to use walking the woods (Rule 7.3.4).

FAME & NOTORIETY: You record Fame and Notoriety normally. Additional bounty points (optional Rule Q5.9)
cannot be earned for discoveries and Treks.

AT START: 1 companion
or 10 gold

(new: 5/87, revised: 3/03)

Page Q47
40. The Quest of the Mysterious Stranger

The Quest of the


Mysterious Stranger
TRADITIONAL SPECIAL COMPANION SPECIAL ITEM SPECIAL ABILITY

They eyed the newcomer warily. No one had ever seen this person before. What secrets were hidden behind that
calm, proud face? Only you know the answers you are the mysterious stranger. To succeed in this Quest you
must obtain two Great Treasures, 50 points of Fame, and 30 points of Notoriety.

MYSTERIOUS: When you select a character for this Quest you must also select (and write down) any two of the
options listed under Mysteries. You may keep your choice of Mysteries secret until you use them.

MYSTERIES:
(A) Secret Alliances You may change one native group (or visitor) into your Allies and another
group (or visitor) into your Friends prior to the start of the game. Make a written note of the
changes.
(B)Three Wishes You may automatically receive three wishes from the Wishes Table during the
course of the game. You do not need to roll; you simply select the wish you want, when you
want it, and it is granted. You may not choose any single wish more than once, however.
(C) Immunity From Curses You have a talisman that prevents any Curse from affecting you.
Curses do not prevent you from completing your Quest.
(D)Immunity From Spells You wear a ring that prevents any spell from affecting you, including
any you attempt yourself.
(E) Hex Enchanting You have a talisman that allows you to enchant one hex tile per turn.
This may be done at any point during your move. It does not have to be written in advance,
requires no Enchant phases, and does not cause any fatigue.
(F)Combat Amulet You have a combat amulet that allows your weapon to attack with a strength
of Heavy and a time of 0. It may only be used three times per game. You may choose at the
start of each round whether to use it.
(G)Vision Crystal You possess a Vision Crystal. Whenever you end a turn in a clearing contain-
ing a gold treasure site chit you may use the crystal to look secretly at the Treasure cards
hidden there. You may not change their order. You do not have to discover the treasure site
before using the crystal. The crystal does not work on caches or native band treasures.
(H) Goblin Bane Your starting weapon is enchanted and is known as the Goblin Bane. When-
ever you select a Goblin as your target while using this weapon, it will automatically become
alerted and will move as necessary to line up with the Goblin. Against other targets the
weapon is used normally.
(I)Foe-Seeker Your starting weapon is enchanted and is known as the Foe-Seeker. Whenever
you have this weapon alerted but fail to hit your target the attack time is decreased by two for
the next round. This new attack time will take precedence over the time shown on either the
weapon or your Fight chit. The weapons speed will continue to decrease by two each round
until you either score a hit or change targets. Either of these causes the weapon to revert to
normal. The weapon can never have an attack time lower than 1. In Double Magic Realm you
may use the unused set of red number markers to keep track of the weapons current attack
time. Foe-Seeker cannot be used with a Bow or Crossbow.

(continued on next page)

Page Q48
40. The Quest of the Mysterious Stranger

(J)Defensive Specialist During any round of combat, after all attacks are in place and monster
tactics checked, you may cancel your own attack in order to parry any one striking attack
being made against you. Parrying an attack prevents it from doing any harm. You must fatigue
one Fight asterisk at the end of the round, which will be in addition to any fatigue for Move
chits. It is legal for you, because of your skill, to fatigue three asterisks in a round in which
you parry an attack. You must have a weapon active in order to parry. Daggers, Bows, Cross-
bows, and Morning Stars cannot be used to parry.
(K) Gift Of Healing You may record two extra Rest phases per turn. These may be used for all
wounds and fatigue. You may also allow any other character who ends a day in your clearing
to record two extra Rest phases on the following day.
(L) Beast Friend Before the start of the game you may select one kind of monster, as listed next
to the Monster Roll boxes, as being friendly to you (make a written note). They will never
block or attack you. You cannot select each other as targets in combat, and you cannot loot
any treasure site at which they reside. They will not follow you and cannot be hired. You may
never select Goblins as your friends.
(M)Summon Demon At the beginning of any round of combat you may choose to summon a
Demon as your action during the Encounter Step. The Demon immediately appears in your
clearing and fights alongside you as if it were a hired native. When combat ends in your
clearing the Demon will regenerate. Roll one die when you summon a Demon: a 1, 2, or
3 summons the Demon from the Altar and a 4, 5, or 6 summons the Demon from the
Shrine. There is no limit to the number of times you may summon a Demon during a game,
but only one Demon may be summoned each day. Demons always answer a summons.
(N) Mistral At the start of any week, before new weather is determined, you may conjure a Mis-
tral Wind that will blow across the entire map throughout the week. To do this simply name
a magic color. This color will then be present in every clearing of the map that week. There is
no other effect; the Mistral does not interfere with any other color source. You may conjure a
Mistral only once per game.
(O) Dragon Companion Your companion may shapeshift into a Tremendous non-flying Dragon
during any encounter step. Replace his counter with the Dragons when he does so. You must
take a killed Dragons counter if possible. You may never take the Tremendous Dragon residing
at the Lair. Your companion remains in Dragon form until Midnight, when the Dragon counter
automatically regenerates.

FAME & NOTORIETY: You record Fame and Notoriety normally.

AT START: 1 companion
or 10 gold

NOTES: This is a Design-Your-Own Quest and as such it is reminiscent of the original Magic Realm victory condi-
tions. Theres a subtle difference, though. In the original version your character was defined but you could
select your own victory conditions. In this Quest your victory conditions are defined but you can design
your own kind of character. Each of the various items listed under Mysteries could serve as the basis for
a more elaborate Quest. Quest designers wishing to test the effects of various magic weapons, etc. should
find this Quest quite useful for such purposes.

(new: 5/87, revised: 1/88)

Page Q49
41. A Second Life

A Second Life
SPECIAL ABILITY ALTERNATIVE

Amnesia, the Healer had solemnly intoned, complete and irreversible. With such words were you welcomed
back to consciousness and this, your second chance at life. They said that you had been attacked by a band of
Rogues, who apparently had employed a spellcaster to do something unpleasant to your mind. Only the timely
intervention of the Patrol had saved you. But you cant recall any of this. In fact, you cant remember a single
thing about who you are, where you came from, or where you were going. Resigning yourself to your fate, you
set out to make a new life for yourself. To succeed in this Quest you must have three groups of natives as your
Friends or Allies.

TRADING RELATIONSHIPS: The Patrol are Friendly to you, and the Rogues are your Enemies. All other
natives and visitors are Neutral to you. You may count the Patrol as one of the three Friendly or Ally native
groups you need to succeed in this Quest.

STARTING LOCATION: You may start the game at any Dwelling where the Patrol could possibly appear. The
Patrol does not start on the map, however.

NO POSSESSIONS: Before the Patrol was able to rescue you, the Rogues were able to steal every possession
you had, save for one small, nondescript bag and the clothes on your back. Therefore you do not receive
any weapons or armor at the start of the game except for a dagger (courtesy of the Patrol).

LOST KNOWLEDGE: You may not start the game with any recorded spells. (You may thank the spellcaster
employed by the Rogues for this.) You may, however, learn spells during the course of the game by Reading
Runes normally.

MISTRUST: Your inability to remember your past leads people to view you with suspicion. Whenever you attempt
to hire natives by rolling on the Neutral column of the Meeting Table, a result of Price x 4 becomes Price
x 6 and a result of Price x 3 becomes Price x 5; when you roll on the Unfriendly column, Price x 4
becomes No Deal.

DISCOVERING FRIENDS AND ALLIES: In addition to the normal method of gaining Friends and Allies
(optional Rule 10.B.6, Grudges And Gratitude) you may try telling your story to a Neutral native group. To
do this you must be in a clearing with an appropriate uncontrolled native leader. Roll two dice at Midnight.
If the high roll is a 1 or less, that native group becomes Friendly to you. You may subtract 1 from the
die roll for every 30 points of Fame and Notoriety you have (total both together to figure this) and for each
Great Treasure that you may have sold to the native group that day. You may not tell your story to a given
native group more than once per game.

ALL IS NOT LOST: In spite of the Healers gloomy prognosis, you quickly discover that your characters Special
Advantages are still in full effect. Some things just cannot be forgotten (or lost).

SMALL, NONDESCRIPT BAG: Upon inspecting the one item your attackers neglected to grab, you discover
that it conceals a collection of exquisite gems! You begin the game with 100 gold.

FAME & NOTORIETY: You record Fame and Notoriety normally, but may not use these points to pay for cam-
paign chits.

(new: 1/88, revised: 10/02)

Page Q50
42. The Noble Knight

The Noble Knight


KILL AN ENEMY SPECIAL ABILITY ALTERNATIVE

As one of the finest and truest Knights in all the Magic Realm you are ever eager for adventure to come seeking
you out. One day, while out upon a minor journey, you came across a lady of noble birth weeping piteously at
the side of the road. O, kind Knight, I beseech thee to help me as this very day three renegade Knights hath
killed my husband and left me abandoned here and alone! she cried. You of course immediately pledged to be
her champion and see the three recreants brought to accounting for their nefarious deeds. After making arrange-
ments for the ladys safety, you ride forth in pursuit. To succeed in this Quest you must defeat each of the ren-
egade Knights in combat.

REQUIRED RULES: This Quest requires the use of optional Rule 10.D.3 Optional Combat Rules. If this rule is
not being used, you can still try to play it, but your character must have a Fight chit with Tremendous
strength, and you will not be able to use your jousting skill against the renegade Knight from the Order (a
Spear cannot kill him or his warhorse unless the Optional Combat Rules are used).

PEACEABLE: You may not attack any unhired native group that begins the game Neutral, Friendly, or Ally to
you. You may only attack unhired natives who begin the game Unfriendly or Enemy to you. This restric-
tion remains in place even if a protected native group becomes Unfriendly or Enemy to you during the
course of the game. If a native group chooses to attack you (Battle result on the Meeting Table), you
may fight them normally in that battle.

RESTRICTIONS OF KNIGHTHOOD: To select this Quest your character must have at least one Fight chit with
Medium strength.

THE RENEGADE KNIGHTS: When you select this Quest your opponents must immediately choose the three
renegade Knights and position them on the map. One renegade is chosen from each of the following
groups: the Bashkars, the Lancers, and the Order. Any group member, except the leader, may be selected
as a renegade. Each renegade and his horse is then placed in any Woods or Deep Woods hex tile. Each ren-
egade must be in a separate hex tile. The renegade Knights will remain in their hex tiles and automatically
prowl each day. They will block in the same manner as prowling monsters, and will automatically battle
any character that they encounter. They cannot attack or be attacked if any uncontrolled denizens are
present in the clearing at the start of combat. They never leave the hex tiles they are originally placed in.
They can regenerate as normal natives if killed. Optional Rules 10.B.6 and 10.B.7 do not apply to a charac-
ter who kills a renegade Knight.

PILFERED LOOT: When a character kills a renegade Knight, calculate the gold bounty by multiplying the nor-
mal gold bounty with the number rolled on one die.

HONOR: You may subtract one from all rolls on the Meeting and Commerce Tables. This has no effect on the
White Knight, who already has Honor as one of his Special Advantages.

PRIDE: You may not execute any Hire phases while on this Quest.
SKILL: You receive an extra Alert phase each turn.
JOUSTING CHAMPION: Whenever you have a Spear activated while riding a horse the time number on each of
your Fight chits is reduced by two, to a minimum value of 2. If optional Rule Q5.3, Two-Handed Weapons
is in use, a Spear is a not a two-handed weapon while a character is riding a horse.

(continued on next page)

Page Q51
42. The Noble Knight

COMBAT WITH HONOR, PART 1: The Unwritten Code of Chivalry demands that you meet all your opponents
face-to-face. Therefore, you cannot select a target during combat if you are hidden. In order to attack, you
must voluntarily stop hiding at the end of Sunset (thus giving the nasties the opportunity to select your-
self as their target).

COMBAT WITH HONOR, PART 2: You may never make any kind of missile attack while on this Quest. Such
uncouth methods of combat are beneath your dignity. If your character normally starts with a Bow you
must exchange it for any other weapon of equal weight before starting the game.

YOUR SQUIRE: You may take one of the Lancers as a companion, regardless of your trading relationship with
them. This companion represents your Squire. If killed, he can regenerate as a normal native. When your
character fights against a renegade Knight, your Squire may not participate until the fourth round of com-
bat.

BAGGAGE RESTRICTIONS: You may not take a suit of armor as your At Start armor counter option if your
character already has one.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed
your Notoriety value is 50.

AT START: warhorse, Spear, armor counter


or pony, Spear, armor counter

NOTES: This Quest was inspired by the Arthurian legends, specifically The Tale of Sir Launcelot du Lake in
Malorys Le Morte DArthur. Players should note that the Optional Combat Rules allow you to attack an
opposing rider without first killing his horse.

(new: 1/88, revised: 4/03)

Page Q52
43. The Golden Unicorn

The Golden Unicorn


SPECIAL COMPANION ALTERNATIVE

A beautiful, haunting dream has come to you, a dream filled with images of a golden Unicorn and endless
expanses of emerald forests. A sense of powerful anticipation awakens within you. When rumors of the sighting
of a golden Unicorn begin circulating, you realize that your destiny is calling. To succeed in this Quest you must
find the golden Unicorn and together make safe all the Woods hex tiles in the game.

DEVELOPMENT: A character may play this Quest at a lower level of development, as explained in Rule Q1.10, if
desired. Characters playing at a reduced level of development receive the following bonuses:
1st level: extra Move phase, Hide phase, and Rest phase
2nd level: extra Move phase
3rd level: 10 gold At Start

THE UNICORN: When you select this Quest take the L2/L4 pony that normally starts at the Enchanted Meadow
and place it in any clearing of a Deep Woods hex tile. This pony represents the golden Unicorn. All horse
rules apply normally except as follows: Once your character ends a turn in the same clearing as the Unicorn
it will automatically follow you the rest of the game (you may not leave it behind). Until you find the Uni-
corn it is dormant and may not attack or be attacked. No character may ride the Unicorn, and it may not
be used as a pack horse. There is only one Unicorn in play, even in Double Magic Realm.

A SHY, SELDOM SEEN CREATURE: Should a character other than your own enter the Unicorns clearing
before you reach it, that player may immediately move the Unicorn into any adjacent hex tile and ran-
domly chose a new clearing for it. There is no limit to the number of times this may occur.

MASTERY OF THE BEASTS: The Unicorn may use magic to attack one monster each round of combat. This
attack has a speed of 2, a length of 17, and the same direction as the Unicorns movement; it is identical
in nature to the spell attacks made by Demons. If the attack hits, the monster is immediately regenerated
back onto the Set Up Card (no Fumble Roll is necessary). The Unicorn may not attack in a cave clearing,
and may not attack characters or natives.

WOODS MAGIC: Whenever you and the Unicorn start a turn together in a Woods hex tile, you may choose to
enchant that hex tile. This is done during Birdsong before anyone writes down their moves for the day.

(continued on next page)

Page Q53
43. The Golden Unicorn

MAKING SAFE THE WOODS: Whenever you and the Unicorn end a turn together in a Woods hex tile, you may
make it safe by removing any Sound and Warning chits during Midnight. These chits are never replaced
onto the map. When the chits are removed all uncontrolled monsters in the hex tile are immediately regen-
erated back to the Set Up Card. Site chits and the Lost Castle chit, if present, remain in the hex tile but
will not summon any monsters for the remainder of the game. You are required only to make the Woods
safe, not keep them safe. A Sound chit or uncontrolled monster reappearing in a Woods hex tile after you
have already made it safe does not prevent you from fulfilling your Quest. Remove the Unicorn from the
game as soon as the last Woods hex tile is made safe (it does not revert to being a pony).

CAMPFIRES: You do not need to make safe any Woods hex tile that contains a campfire, as these are already
safe to begin with. You must, however, attempt to make safe all unexplored Woods hex tiles, even if (by
process of elimination) you know that only a campfire could be present. The Unicorn cannot remove camp-
fires from the map, and cannot prevent them from appearing on the map.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed
your Notoriety value is 10.

AT START: 1 companion
or 10 gold

(new: 1/88, revised: 3/03)

Page Q54
44. The Return of the Adventurers

The Return of the Adventurers


SPECIAL COMPANION SPECIAL ABILITY ALTERNATIVE

You and your fellow adventurers have just completed a tremendous adventure in a far-off land. It has been a
long and arduous journey, filled with terrible dangers, but at last the end is at hand. You are returning to the
familiar lands of the Magic Realm. To succeed in this Quest you must see that each of your companions returns
safely home.

REQUIRED RULES: This Quest requires the use of optional Rule 10.E.7 Combining Realms (it can only be
played with Double Magic Realm), and optional Rule 10.A.1 Serious Wounds. If these rules are not being
used, this Quest may not be selected for play. Exception: The players may agree to allow serious wounds as
a special condition for this Quest only.

PEACEABLE: You may not attack any unhired native groups while on this Quest. If a native group chooses to
attack you (Battle result on the Meeting Table), you may fight them normally in that battle.

STARTING LOCATION: Your group of adventurers does not start the game at a Dwelling. You start the game
by moving onto the map along any road that runs from the edge of the map to the Borderland. Your first
activity must be a Move activity to enter the first clearing along that roadway. You must write down which
road you will enter on before the Dwellings are revealed on the map. When character counters are placed
on the map, your counter is placed on the roadway between the edge of the map and the first clearing.

THE ADVENTURERS: You must choose six companions to represent your fellow adventurers, who start the
game with you. These companions are chosen normally, except that they may include natives from Neutral
groups as well as the Order, Guard, and Soldiers. Each companion must be from a different native group.
You may not exchange any of these companions for a Wolfhound.

SAFE RETURN: To see a companion returned safely home, you must end a turn in a Dwelling where his native
band could possibly appear. You may remove him at Midnight regardless of whether his band is present or
not. He is then eligible to regenerate as a normal native, and is no longer considered your companion. Each
companion must be returned to a different Dwelling. The last companion to return home cannot do so at
your destination. At least one companion must return to a campfire.

HEROES: Word of your success has spread quickly. As soon as you enter the map you discover that all natives
and visitors are one level friendlier to you than normal.

HEROIC RESCUE: Should one of your companions be killed during a round of combat you may, at the end of
that round, cancel the kill result on him by taking a serious wounds result yourself. Any horse or armor
that you might be using is unaffected by this, and all assignments are figured normally for any additional
rounds of combat. There is no limit to the number of times you may make a heroic rescue, but you may
only do this once per round. Thus, if you were to have two of your companions killed in a round of combat
you would be unable to win this Quest (you could only rescue one of them). Your character must be in the
same clearing as the companion in order to use a heroic rescue.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed
your Notoriety value is 60.

(new: 1/88, revised: 12/02)

Page Q55
45. The Secret in the Pool

The Secret in the Pool


TRADITIONAL

The ancient manuscript crumbled into dust as you tried to pick it up, but no matter. The words that you had
read there, after finding the sheet hidden in an old and boring book of history, were burned indelibly into your
mind. The POOL! Long ago a party of adventurers had explored it. Although they were driven from it by some
nameless terror, their leader had written down all that they had learned. Now you, too, have learned the secret.
To succeed in this Quest you must obtain a Treasure card from the selected Pool along with 25 points of Fame
and 25 points of Notoriety.

DEVELOPMENT: A character may play this Quest at a lower level of development, as explained in Rule Q1.10, if
desired. Characters playing at a reduced level of development receive the following bonuses:
1st level: extra Move phase, Hide phase, and Rest phase
2nd level: extra Move phase
3rd level: 10 gold At Start

KNOWLEDGE OF THE POOL: Once you have located the Pool normally, your first looting attempt is resolved
as follows. You may take all the Treasure cards at that Pool and secretly look at each one without changing
their order. You then may take any one of these cards as your Loot Table result and the rest are returned
to the Set Up Card. All future Loot rolls are resolved normally. In Double Magic Realm you must write down
at the start of the game which of the two Pools will be the one where you have special knowledge. You
receive no special advantage in looting the other Pool.

FAME & NOTORIETY: You record Fame and Notoriety normally.

AT START: weapon/armor counter


or workhorse, armor counter
or workhorse, Light or Medium weapon/armor counter
or workhorse, 20 gold
or 2 companions, 10 gold
or workhorse, 1 spell, 10 gold
or 2 companions, 1 spell
or 1 companion, 1 spell, 10 gold
or 1 spell, 20 gold

(new: 1/88)

Page Q56
46. Unexpected Reunions

Unexpected Reunions
TRAVEL SPECIAL COMPANION STORY ALTERNATIVE

After a long and successful, if somewhat unnoticed, career as an adventurer and explorer, you have decided to
embark upon an adventure that will make your name famous to one and all. You will attempt to become the
first explorer to reach the Ends of the Earth! To succeed in this Quest you must locate the two Ends of the Earth
clearings.

THE ENDS OF THE EARTH: The Ends of the Earth are located in the Mountain-1 and Cavern-3 clearings. In
Double Magic Realm you must randomly determine which of the two Mountains and the two Caverns are
the correct ones when you choose this Quest. To locate an End of the Earth, you must move to the appro-
priate clearing and execute a successful Locate roll just as if you were searching for a Site chit.

AN UNEXPECTED REUNION: At the start of any round of combat you may announce that a native has sud-
denly appeared in your clearing. You may declare this native to be either an Old Friend or your Old Arch-
Enemy as detailed below. Only one reunion may take place each round. You cannot win this Quest until
you have encountered your Old Arch-Enemy and at least one Old Friend.

YOUR OLD FRIENDS: If you announce that an Old Friend has appeared, you may choose any native to join
you as a companion, subject only to the following restrictions: The native may not be a leader, may not be
hired by another character or be a companion to another character, and may not be Unfriendly or Enemy
to your character. You may obtain up to five Old Friends during the course of the game, but each one must
be from a different native group if possible. Old Friends will always follow you; you may not leave them
behind. If you are killed any Old Friends that you may have immediately regenerate (after burying the
remains, if there were any).

THE PRICE OF FRIENDSHIP: While Old Friends are always ready to lend a helping hand, they expect the same
in return. Each time an Old Friend enters the game as your companion, roll one die on the table below:

ROLL TREASURE SITE


1 Altar
2 Cairns
3 Pool
4 Shrine
5 Statue
6 Vault

Before concluding this Quest, you must move to the indicated treasure site and execute at least one Loot
phase there. If you have more than one Old Friend, each will direct you to a different treasure site (reroll
any duplicate numbers). Make a note of which treasure site each Old Friend is directing you to. In Double
Magic Realm, the indicated treasure site is the one belonging to the same game set as your Old Friend.

HELPING AN OLD FRIEND: When you end a phase at an Old Friends treasure site you immediately discover
it. When you execute your first Loot phase there, do not roll the dice, but instead take the top Treasure
card and give it to your Old Friend. Thanking you profusely, he then bids you farewell. The Treasure card is
removed from the game and the Old Friend regenerates back to the Set Up Card.

ITS JUST A SCRATCH: If an Old Friend dies in combat, temporarily set him aside. If you survive the combat,
he will rejoin you at Midnight, staggering up with a dazed expression on his face. You thought he was
dead, but he had just been knocked senseless.

(continued on next page)

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46. Unexpected Reunions

YOUR OLD ARCH-ENEMY: After all players have selected their Quests and At Start options, your opponents
must select one native to represent your Old Arch-Enemy and set it aside out of play. This native must be
chosen from a native group that is Unfriendly or Enemy to you. The only restrictions are that he may not
be a leader, and he may not be a companion to another character. When he appears, your Old Arch-Enemy
fights alongside you as a temporary companion until combat ends normally (hes not about to let anyone
else kill you hes reserving that pleasure for himself). Your Old Arch-Enemy always has his attack times
and his move times reduced by one (to a minimum of 1).

THE FINAL RECKONING: If combat ends and you and your Old Arch-Enemy are still in the same clearing,
another set of combat rounds immediately commences in which he is your sole attacker. No one else pres-
ent in the clearing may attack with him. He is removed from the map if you run away or if combat ends for
a second time that day, and immediately regenerates as a normal native if you are killed. If he is killed he
may regenerate as a normal native. He may appear any number of times until he is killed, and you incur no
penalty for bringing him on other than the possibility of his attacking you.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed
your Notoriety value is 10.

AT START: Light or Medium weapon/armor counter (excluding bows)


or workhorse
or Wolfhound
or 1 spell
or 10 gold

NOTES: Games attempting to capture the experience of literature in a playable format often fall short of their
goal due to the inherent rigidness of their rules. A writer can dream up endless plot twists, subplots,
and unexpected happenings; games, especially with repeated playing, tend to be predictable. This Quest
attempts to give the players a chance to influence the course of fate and introduce unlikely events into the
flow of the game, just as a writer might when composing a story.

(new: 2/88, revised: 10/02)

Page Q58
47. The Rescue of the Poetess

The Rescue of the Poetess


SPECIAL COMPANION STORY ALTERNATIVE

The terrible news spread like wildfire. Warning beacons were lit; messengers were dispatched; lamentations were
offered up; the peasants were in a state of near riot for the Poetess had been taken by the Goblins! Now, the
natives of the Magic Realm are an unruly lot, with a bewildering assortment of grudges, feuds, and ancient
hatreds almost insuring that any gathering will quickly give rise to at least one brawl; but if anything could
cause them to set aside their various animosities and unite (at least temporarily) it would be the Poetess. With
her melodious voice, stirring epics, and poignant ballads she was adored by one and all. The thought of that
Lady held captive and forced to recite amidst the leers and jeers of the Goblins filled the populace with anguish.
You have been selected to lead the rescue party and there will be plenty of volunteers. To succeed in this Quest
you must rescue the Poetess from the Goblin dungeons and escort her to your destination.

PEACEABLE: You may not attack any unhired native groups while on this Quest. If a native group chooses to
attack you (Battle result on the Meeting Table), you may fight them normally in that battle.

CAUGHT BY SURPRISE: Instead of choosing a Dwelling as your starting location you must choose a clearing
in a Deep Woods hex tile.

VOLUNTEERS: Each day in which you end your turn in a clearing containing a native band you may select one
member of that band to join you as a companion. This occurs during Sunset. You may select any native
present except a leader, ignoring their numerical order. You may ignore the normal restrictions on the
numbers of Archers and Crossbowmen allowed as companions. Natives will volunteer in this fashion even
if there is no native leader present or if they are currently hired by another player. Your presence always
summons native bands to appear, regardless of whether they are prowling this turn or not. Each native
group will provide one volunteer, thereby limiting you to nine volunteers at most. This restriction is appli-
cable even in Double Magic Realm.

GOODWILL: All native groups and visitors are Friendly to you except your Allies, who remain Allies. In addi-
tion, natives hired by other players will always refuse to make any attacks upon you or your volunteers
unless you attack them first. Natives will always give your character weapons or armor, free for the asking,
at the rate of one per Trade phase. This is not a boon and no die roll is made. You may only take items
that you are capable of using and may have no more than one suit of armor, one helmet, one breastplate,
one shield, and two weapon counters in your possession (including caches) at any given time. You may
never sell weapon/armor counters for any reason.

THE GOBLIN DUNGEONS: The Lost City counter represents the site of the Goblin dungeons. In Double Magic
Realm you must choose which Lost City counter represents the dungeons when you select this Quest. You
must locate the Lost City counter before you may enter the dungeons. When you decide to enter the dun-
geons write down Enter as your only phase for that turn. If you are not blocked before you take your turn
your party enters the first level of the dungeon. You cannot be attacked by anything else in that clearing
and you do not cause prowling monsters to move to your clearing. Place your character counter under the
Lost City counter to signify this. Your party may exit the dungeons from any level by writing down Exit
as your only phase for that turn; when executed this will return you to the surface unhidden.

(continued on next page)

Page Q59
47. The Rescue of the Poetess

INSIDE THE DUNGEONS: Entering the dungeons results in combat against the denizens residing there. There
are five levels to the dungeon. On each level you will have to fight against a randomly determined group
of monsters. All monsters on a given level must be defeated before you may descend to the next level. You
may only descend one level per day, and it requires all your phases to do so (write Down as your move).
Since you are unable to execute a Hide phase on the turn in which you enter a new dungeon level, each
random monster group begins combat dark side up. If combat ends on a level without all the random group
monsters being killed, the survivors are regenerated and you must fight a new random group on that level
on the next turn; you will receive one phase before being blocked. Once you have defeated a random group
on a level that level becomes safe to you until you leave it (allowing you to spend some turns resting or
preparing magic). If you run away from combat in the dungeons your character returns to the surface
unhidden. All companions and hired or controlled denizens left behind when you run from the dungeons
are automatically killed.

COMBAT IN THE DUNGEONS: The Goblin dungeons are narrow, winding, and dim. They require a special kind
of treacherous close-in combat. Bows and Crossbows may not be used; natives armed with these weapons
are always set to the side with the slowest attack times and may never change tactics. Due to the narrow-
ness of the corridors only three individuals may participate in combat for each side per round of combat.
Other individuals present are considered to be behind the front three and may not attack or be attacked.
Spellcasters not among the front three may cast spells normally, but may not select opposing individuals
as targets. A side may not have less than three individuals up front unless fewer than three remain, in
which case all are up front. Only the three front opposing monsters count when trying to run away. At the
end of each round any unassigned individuals in your group may be placed into or removed from your front
three.

HOME FIELD ADVANTAGE: You are at a big disadvantage when fighting in the dungeons, as the monsters are
completely familiar with the intricate tunnel system and are quite practiced in this kind of fighting. All
random group monsters encountered in the dungeons therefore have their attack times and move times
reduced by 1.
Example: the Tremendous Troll values are H3/3 and a circled 1/5.

RANDOM GROUP MONSTERS: To choose a random monster group roll one die and consult the table below.
This is done each time you enter a new level of the dungeon. You must select your starting front three
before rolling on this table. Special: You must roll the die twice upon reaching the fifth level, resulting in
a group of four to six monsters. In Standard Magic Realm, reroll a duplicate roll of 5 or 6 as there are
not enough monster counters present.

ROLL DUNGEON MONSTERS


1 Three Goblins with Spears
2 Three Goblins with Axes
3 Three Goblins with Great Swords
4 Three Goblins with Great Swords
5 Two Heavy Trolls
6 One Tremendous Troll (occupies entire front line)

Monsters for the random group are selected with the following preferences: First from any monsters dead
and out of play, then from the Set Up Card matching the Lost City counter, then from any other Set Up
Card, and finally from any monsters in play on the map. Monsters killed on previous levels cannot be
selected again unless no other choice exists. The Tremendous Troll cannot be the one residing at the
Vault.

(continued on next page)

Page Q60
47. The Rescue of the Poetess

RESCUING THE POETESS: To rescue the Poetess you must fight your way through all five levels, defeating
all five monster groups. If you fail to do this on your first attempt, you will find that all levels have been
restocked with monsters each time you reenter the dungeons. If you succeed in defeating the monsters on
all five levels you immediately return to the surface hidden. You may not fight or be attacked by anything
that might be present in the clearing until the next day.

THE POETESS: The Poetess is a minor character. After being rescued from the Goblin dungeons she will follow
you for the remainder of the game. If you succeed in fulfilling this Quest she will compose a poem about
it, and your exploits will be remembered throughout history. She must be given a round horse counter
when you rescue her, as you and your volunteers cannot bear the thought of the Lady having to walk all
the way back. If you have more than one kind of horse the following precedence applies: pony, workhorse,
warhorse. The horse counter you give to her is permanently removed from the game. If you have no horse
to give you suffer no penalty, but are still obligated to give to her the first horse that may come into your
possession later in the game.

THE FAME OF THE POETESS: Native groups and visitors are always Ally to you while the Poetess accompanies
you.

THE POWER OF THE POETESS, PART 1: No Dragons may ever attack you or your volunteers while the Poet-
ess accompanies you. The wondrous tales she spins will easily charm them into docility. They will still
block you normally.

THE POWER OF THE POETESS, PART 2: No Demons or Imps may ever attack you or your volunteers while
the Poetess accompanies you. If any are present in your clearing at Sunset they are immediately regener-
ated back to the Set Up Card. Although she finds it distasteful, she can compose bawdy limericks when
necessary and easily embarrass the poor devils into running away. They will still block you normally.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed
your Notoriety value is 20.

AT START: 2 workhorses, 10 gold

NOTES: With tongue placed firmly in cheek, we pay tribute to the ancient Greek storytellers, the poets of
mythology, the epic fantasy poems of the Middle Ages, and the popular D&D-type role playing dungeon
games; all of which have contributed elements to Magic Realm. The idea of embarrassing a literate monster
with an off-color story comes from de Camp & Pratts The Compleat Enchanter.

(new: 3/88, revised: 12/02)

Page Q61
48. Sundered Siblings

Sundered Siblings
TEAMWORK STORY ALTERNATIVE

The woman begging in the dust at the side of the road was slowly dying; whether more from hunger or heart-
break would be difficult to say. The people took pains to avoid her she had been accused of practicing witch-
craft and other evils. Her husband had died in mysterious circumstances. Her four young children had been
taken from her and given into the hands of various travelers passing through, to get them away from her. And
now she sat alone beyond all human pity. Until one day when two adventurers came upon her.
The more they inquired of people concerning her, the more fantastic were the stories they heard. Sharing their
food with her, they gained her trust and heard her side of the story. They quickly realized that she was nothing
more than an innocent victim of a superstitious people. After making arrangements for the woman to be trans-
ported to a place of refuge and cared for, the two adventurers prepare to set out in search of her lost children. To
succeed in this Quest you must find all four children and escort them safely to your destination.

TEAMWORK: This Quest requires the use of two characters, as explained in Rule Q1.11. They must start the
game together in the same clearing.

PEACEABLE: You may not attack any unhired native groups while on this Quest. If a native group chooses to
attack you (Battle result on the Meeting Table), you may fight them normally in that battle.

THE CHILDREN: The children are minor characters. Once found, each child will follow your character until you
end a turn at your destination, at which point you deliver them into the hands of their mother. The two
characters participating in this Quest may freely exchange any children they have following them with one
another during any normal trading opportunity. A character guiding a single child may continue to use
extra Move phases from an active pony, as one child is small enough to ride along with the character. (Use
four facedown action chits from an unused character to represent the children.)

SUNDERED AND FAR-FLUNG: Before the Dwellings are revealed on the map, you must write down three
starting locations for the children. These must be buildings, and none of them may be the same as your
starting location. In Double Magic Realm you must also make note of the game set each starting location
belongs to. One child will begin the game in each of these three buildings. The fourth child will remain out
of play until all the campfires have been placed on the map. As soon as the last campfire is revealed the
fourth child is placed at that campfire.

FINDING THE CHILDREN: To locate each child you must move to the appropriate building or campfire and
then obtain a Discover chit(s) result using Search phases. The child will join you at Midnight on the turn
you obtain this result, provided that you are still present at the Dwelling. If you are not present at Mid-
night the child does not join you and you will have to obtain another Discover chit(s) result on a future
turn.

WHAT EVERY PARENT KNOWS: Because children are naturally rambunctious and occasionally uncontrollable,
a character who begins a turn guiding children must add one to all his Hide rolls.

INNOCENCE WARMS THE COLD HEART: While either character is accompanied by at least one child, any
Block/Battle result that character receives on the Meeting or Commerce Tables is changed into No Deal.
Block/Battle results received at your destination are also ignored, starting as soon as at least one child
has been reunited with their mother and continuing for the duration of the game.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. Each character has
a Notoriety value of 10 if killed.

(new: 4/88, revised: 12/02)

Page Q62
49. The Animator

The Animator
TRAVEL SPECIAL ABILITY STORY DIMINISHMENT ALTERNATIVE

From a faraway, unknown land the evil one appears. He wields a fearsome magic of unmatched power, leaving
death and terror in his wake. He seeks the fabled Fountain of Eternal Youth and will let nothing stand in his
way. To succeed in this Quest you must locate the Fountain of Eternal Youth.

MYSTERIOUS ARRIVAL: When you play this Quest, your starting location (and destination) is always the
clearing containing the Ghosts. Ghosts will never block or attack you. In Double Magic Realm you must
write down which Ghosts clearing you will start at when you select your character; your destination is
then the Ghosts clearing belonging to the other game set.

THE FOUNTAIN OF ETERNAL YOUTH: The Fountain of Eternal Youth is located at the Pool. In Double Magic
Realm you must decide which of the two Pools contain the Fountain before the Dwellings are revealed. The
Fountain must be discovered as if it were another treasure site. Before you attempt to locate the Fountain
you must first locate the Pool, and you must have the three Keys to the Fountain in your possession.

THE THREE KEYS: The Shrine, the Altar, and the Statue each contain one of the Keys to the Fountain. A Loot
roll result of 3 or less may be used to take the Key instead of (possibly) a Treasure card. If you are using
Magic Sight you must get a Treasure cards result. No character other than yourself may ever possess a
Key to the Fountain. In Double Magic Realm the Shrine, Altar, and Statue must be from the same game set
as the Pool that contains the Fountain.

EVIL AURA: You start with the following trading relationships: Bashkars Friendly; Rogues and visitors Neu-
tral; Order Enemy; all others Unfriendly.

THE HEART OF STONE: You have a pendant that was carved in a forgotten time long ago from a solid black
stone. This pendant is a source of Black magic for the entire clearing; all rules pertaining to Enchanted
cards apply. You may never abandon or cache this pendant. Players should note that this makes the cast-
ing of the Absorb Essence spell by your character a questionable tactic, as the pendant guarantees that
you will remain in the form of whatever monster you absorb for the duration of the game!

THE SPELL OF ANIMATION: You have, after decades of study, mastered a special spell known as the Spell
Of Animation. It requires Black magic (supplied by your pendant), but no Magic chit is powerful enough
to cast this spell. To cast this spell you must select one of your action chits and remove it as a permanent
wound. This counts as two asterisks towards your effort limit for the round. The Spell Of Animation always
has a completion time of 0; it cannot be broken, cancelled, or nullified by any other spell whatsoever.
The spell can have various effects as detailed below, but only one effect may be obtained per casting. Cast-
ing this spell does not cause you to become unhidden.

ANIMATING A MOUNTAIN CLEARING: You may cast the Spell Of Animation to cause an avalanche whenever
you are in a mountain clearing. The avalanche automatically attacks all occupants of the clearing except
you and anyone following you. It attacks like a striking weapon with a length of 18, and it inflicts Tre-
mendous damage with no sharpness. Each target is attacked in the Thrust direction with a time number of
3.

ANIMATING A CAVE CLEARING: You may cast the Spell Of Animation to cause an earthquake whenever you
are in a cave clearing. The earthquake automatically attacks all occupants of the clearing except you and
anyone following you. It attacks like a striking weapon with a length of 18, and it inflicts Tremendous
damage with no sharpness. Each target is attacked in the Swing direction with a time number of 3.

(continued on next page)

Page Q63
49. The Animator

ANIMATING AN ANCIENT TREE: You may cast the Spell Of Animation to bring forth an ancient tree as your
companion whenever you are in a Deep Woods hex tile. The ancient tree appears in your clearing at the
end of the current round of combat. It attacks like a striking weapon with a length of 11, a time number
of 3, and inflicts Heavy damage with no sharpness. It has a maneuver time of 6, a vulnerability of Tre-
mendous, and is considered to be unarmored. Bows, Crossbows, Staffs, and Maces cannot harm an ancient
tree. An ancient tree will remain your companion until it is destroyed or until you abandon it. You cannot
move more than one clearing per day unless you abandon the ancient tree. When abandoned, it will once
again take root and no longer be a threat to anybody; it cannot be reanimated.

ANIMATING A SEPULCHRAL LIKENESS: If you are present at an Altar and have discovered it, you may cast
the Spell Of Animation to bring to life the marble likeness of a long-dead saint, which currently caps his
tomb. The sepulchral likeness appears in your clearing at the end of the current round of combat. It attacks
like a striking weapon with a length of 0, a time number of 5, and inflicts Tremendous damage with no
sharpness. It has a maneuver time of 3, a vulnerability of Tremendous, and is considered to be armored.
Bows and Crossbows cannot harm a sepulchral likeness. A sepulchral likeness will remain your companion
until it is destroyed or until you abandon it. You cannot move more than one clearing per day unless you
abandon the sepulchral likeness. When abandoned, it will revert to lifelessness; it cannot be reanimated.
Only one sepulchral likeness may be animated per Altar.

ANIMATING A GRAVEN IMAGE: If you are present at a Shrine and have discovered it, you may cast the Spell
Of Animation to bring to life the stone image of a forgotten king, which adorns one of the rooms of the
Shrine. The graven image appears in your clearing at the end of the current round of combat. It attacks
like a striking weapon with a length of 0, a time number of 4, and inflicts Tremendous damage with no
sharpness. It has a maneuver time of 4, a vulnerability of Maximum (an attack must exceed Tremendous
to destroy), and is considered to be armored. Bows and Crossbows cannot harm a graven image. A graven
image will remain your companion until it is destroyed or until you abandon it. You cannot move more
than one clearing per day unless you abandon the graven image. When abandoned, it will revert to lifeless-
ness; it cannot be reanimated. Only one graven image may be animated per Shrine.

ANIMATING A STATUE: If you are present at a Statue and have discovered it, you may cast the Spell Of
Animation to bring the Statue itself to life. The Statue appears in your clearing at the end of the current
round of combat. It attacks like a striking weapon with a length of 11, a time number of 3, and automat-
ically kills any target it hits. It has a maneuver time of 4, a vulnerability of Maximum (an attack must
exceed Tremendous to destroy), and is considered to be armored. No missile attack except Lightning Bolt
can ever harm the Statue. A Statue will remain your companion until it is destroyed or until you abandon
it. You cannot move more than one clearing per day unless you abandon the Statue. When abandoned, it
will revert to lifelessness; it cannot be reanimated. Note that when the Statue moves along with you, the
Statue Site chit also moves with you on the map. No one may Loot or Read Runes at the Statue while it is
animated. If the Statue is destroyed it is removed from the game and any remaining treasures and spells
are lost.

ANIMATING THE CRYPT OF THE KNIGHT: If you discover a Crypt Of The Knight that has not yet been suc-
cessfully looted, you may cast the Spell Of Animation to reanimate the Knight. The Knights skeleton will
arise, strap on the suit of armor, take the warhorse and the Bane Great Sword and join you as a companion
for the remainder of the game. You may take the Treasure card for your own. In combat the Knight will use
his own Melee Section and fight using the values printed on the Great Sword and the warhorse exactly as if
he was a character. The Knight will use the warhorse to maneuver whenever possible, but if forced to fight
on foot his maneuver time is 8. You cannot gain possession of any of the items from the Crypt (other
than the Treasure card) until someone succeeds in destroying the Knight. His vulnerability is Tremendous.
If destroyed, the Knight cannot be reanimated again.

(continued on next page)

Page Q64
49. The Animator

ANIMATING A RANDOM OBJECT: You may cast the Spell Of Animation to animate a random object in the
clearing of another character, provided that the character is located in a clearing that you could move into
using just four Move phases along roadways. When you do this, you may look at all the Treasure cards that
the character has with him and choose one to be stolen and brought to you by the random object. That card
is immediately taken from the character and becomes your belonging at Midnight, when the random object
appears in your clearing and gives it to you. The random object then becomes inanimate once again.

ANIMATING A FLYING FIEND: You may cast the Spell Of Animation to create a flying fiend whenever you are
in a Woods hex tile. A flying fiend is treated exactly the same as the Witchs familiar except that it must fly
when it moves. Once created, flying fiends remain in play for the duration of the game.

ANIMATING THE GHOSTS: You may cast the Spell Of Animation to summon two Ghosts to join you as com-
panions. They appear in your clearing at the end of the current round of combat. They will remain your
companions until you enter a new hex tile, at which time they will immediately regenerate.

ANIMATING DOORS AND GATES: If you are in a Dwelling and do not have a red-side-up Tremendous monster
on your Melee Section, casting the Spell Of Animation will allow you to immediately run away from that
Dwelling in the direction of your choice.

ANIMATING A LOCKED OBJECT: You may cast the Spell Of Animation to open a Chest or a Vault; the effect
in either case is the same as if you had used the Lost Keys.

GAINING ETERNAL YOUTH: If you succeed in discovering the Fountain of Eternal Youth you may drink from
it and gain its benefits. After drinking from the Fountain all your permanent wounds, regular wounds, and
fatigue are healed and returned to play. All your action chits will remain in play for the duration of the
game. You cannot be wounded or fatigued, and even casting the Spell Of Animation no longer causes you
to remove an action chit from play. Color chits that you might fatigue return to play immediately. Note
that you are still subject to effort asterisk limitations, and also that you can still be killed; you simply
ignore wounds and fatigue. After drinking from the Fountain you will cast the three Keys into it to insure
that no other player may ever drink from it.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed
your Notoriety value is 100.

AT START: 1 companion from the Rogues


or Wolfhound
or 10 gold

NOTES: Gordon Hesslers film The Golden Voyage of Sinbad, featuring Tom Bakers marvelous portrayal of an evil
sorcerer and Ray Harryhausens spectacular special effects, inspired this Quest. Players who wish to appre-
ciate this Quest fully should view this film.

(new: 4/88, revised: 12/02)

Page Q65
50. Partners

Partners
TRADITIONAL TEAMWORK

All truly great adventurers and heroes come from humble beginnings. In this Quest three inexperienced char-
acters join forces to face the dangers and the challenges of the Magic Realm. To succeed in this Quest the three
characters must learn one new spell, obtain one Great Treasure, and have a cumulative score of 20 Fame and 30
Notoriety. (Note that these victory requirements are for the group as a whole, and not for each character indi-
vidually.)

TEAMWORK: This Quest requires the use of three characters, as explained in Rule Q1.11.
DEVELOPMENT: Each character in this Quest plays at their first level of development, as explained in Rule
Q1.10. They each receive the following bonuses:
extra Move phase, Hide phase, and Rest phase

POCKET CHANGE: The three characters, pooling their resources, find that they have a total of 10 gold between
them.

LIMITED INFLUENCE: If you are playing with the optional Event Cards, each character is limited to holding
only one Event Card instead of the normal three.

FAME & NOTORIETY: Each character records Fame and Notoriety normally.
(new: 6/88)

Page Q66
51. Gateways to the Realm

Gateways to the Realm


EXPLORATION SPECIAL ABILITY ALTERNATIVE

There once was an age when the Magic Realm was a safe, peaceful land, ruled by a succession of benevolent kings
and queens. These monarchs maintained their realm by building a series of magical gateways. The gateways
allowed their emissaries and armies to teleport quickly wherever trouble might threaten. The kings and queens
have now long disappeared, and with them went the knowledge of how to use the gateways safely. From time
to time some brave soul would set out to pass through a gateway. Most were never seen again. The few who
returned did so after long journeys, with hair-raising tales to tell. After years of arduous inquiry into the long-
lost secrets of the gateways, you believe that you are now ready to master the art of using them. To succeed in
this Quest you must activate each of the six ancient gateways at least once, and map all their locations.

THE GATEWAYS: When you select this Quest you must immediately position the following six gateways on the
map:
#1: Ebony Gate, in a Deep Woods hex
#2: Stone Gate, in a Cliff hex
#3: Marble Gate, in a Valley hex
#4: Bronze Gate, in a High Pass hex
#5: Iron Gate, in a Ruins hex
#6: Crystal Gate, in a Caves or Cavern hex
To position a gateway roll one die and place the gateway in the clearing whose number corresponds to
the die roll. Do not make this die roll when positioning gateway #3, the Marble Gate. Place it in the clear-
ing that connects by roadway to the clearing that will contain the building or Ghosts. Players may find it
necessary to make special markers to show the position of the gateways. The location and identity of each
gateway must always be clear to all the players. Gateways have absolutely no effect on the play of the
game unless a character chooses to activate one.

SAFE PASSAGE: Whenever your character occupies a clearing containing a gateway you may, at Midnight, elect
to activate it and teleport. You, and anyone following you, must immediately move either to a clearing
that contains a gateway you have activated at least once previously; or to a randomly selected gateway. To
move to a randomly selected gateway you roll one die and move to the gateway whose number matches the
die roll. It is possible to end up right where you started. You do not inspect or reveal any map chits in the
hex tile. You will start the next day hidden. Your character may only activate one gateway each day.

MAPPING A GATEWAY LOCATION: The location of each of the six gateways can be mapped by starting a
turn in a building and then moving normally (without flying or teleporting) to the gateway and ending a
turn there, or by teleporting to that gateway from another one and then moving normally to any building
and ending a turn there. The gateways must be mapped separately, one at a time. You must complete the
mapping of one gateway before you may start mapping another one. The route you travel when mapping
may be as long and convoluted as you like. You do not need to keep to any particular route; the only
requirement is that you must move normally from a building to a gateway, or, having teleported from one
gateway to another, move normally from it to any building, in order to map that gateway successfully. The
Locate Table is not used in mapping the gateways.

(continued on next page)

Page Q67
51. Gateways to the Realm

UNSAFE PASSAGE: Whenever a character other than your own occupies a clearing containing a gateway he
may, at Midnight, elect to activate it and teleport. That character, and anyone following him, must imme-
diately move to a randomly selected gateway. The character rolls one die and moves to the gateway whose
number matches the die roll. It is possible he will end up right where he started. The character does not
inspect or reveal any map chits in the hex tile. The character and any followers will start the next day
unhidden. A character may only activate one gateway each day.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed
your Notoriety value is 10.

AT START: 1 companion
or 10 gold

(new: 7/88, revised: 8/88)

Page Q68
52. The Nightmare

The Nightmare
SPECIAL COMPANION SPECIAL ABILITY ALTERNATIVE

An evil wizard has hired you to seek out Magical Treasures for him. He is desperate for power and has ordered
you to let nothing stand in your way. To help you in this Quest your master has given you a demonic horse
known as the Nightmare. To succeed in this Quest you must obtain four Magical Treasures.

REQUIRED RULES: This Quest requires the use of optional Rule 10.D.3, Optional Combat Rules. This Quest
works best with these rules, but you may also play it using the standard combat rules, in which case the
Nightmare may be killed by an attack whose harm level equals Tremendous.

MAGICAL ARRIVAL: When you play this Quest, your starting location (and destination) is always the clearing
containing the Ghosts. Ghosts will never block or attack you. In Double Magic Realm you must write down
which Ghosts clearing you will start at when you select your character; your destination is then the Ghosts
clearing belonging to the other game set.

THE NIGHTMARE: When you select this Quest you must choose either the H4/H6 warhorse or the L4/L5 work-
horse to represent the Nightmare. If neither of these counters are available then this Quest may not be
selected for play. The Nightmare combines the abilities of both a horse and a hired native leader; it is not
a companion. It may use walking the woods (Rule 7.3.4) when it moves, and you may follow it even if
there is no roadway joining the clearings. The Nightmare may only be killed by an attack whose harm level
exceeds Tremendous.

THE NIGHTMARES POWER: The Nightmare knows two spells: Ask Demon and Power Of The Pit. It may cast
each spell with a completion time of 0, even if you are riding it at the time. Ask Demon may only be cast
once per day, but there is no such limitation on the Nightmares use of Power Of The Pit. When the Night-
mare rolls on the Power Of The Pit table it rolls only one die. The Nightmare is a source of Black magic for
the entire clearing; all rules pertaining to Enchanted cards apply.

DEMONIC PROTECTION: Curses have no effect on you and do not prevent you from fulfilling your Quest. Your
character, along with the Nightmare, can never be harmed by a result from the Power Of The Pit Table.

DEMONIC FRIENDS: Demons and Imps will never block or attack you.
DEMONIC AURA: All natives and visitors are Enemy to you.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed
your Notoriety value is 100.

NOTES: Quest designed by Kenny Blomberg.


(new: 7/88, revised: 12/02)

Page Q69
53. Love and Adventure I

Love and Adventure I


SPECIAL COMPANION ALTERNATIVE

It was, to reuse a well-worn phrase, love at first sight. And whats more, you quickly discovered that the feeling
was mutual! However, your dreams of living happily ever after were temporarily dashed as unavoidable circum-
stances drew your Beloved away from you. To succeed in this Quest you must fulfill the following requirements
in the order in which they are listed: First you must rejoin your Beloved by being together in the same clearing
at Midnight. You and your Beloved must then spend one complete day together in any Chapel. After spending a
day at a Chapel you must obtain one Great Treasure from any treasure site; you and your Beloved do not need to
be together at the treasure site when this occurs. Finally you win the game when you are both present at your
destination, where you will live happily ever after.

YOUR BELOVED: When you select this Quest you must roll one die and consult the following table:

ROLL YOUR BELOVED


1 Lancer
2 Raider
3 Archer
4 Swordsman
5 Assassin
6 Assassin

Select a native of the appropriate type to be your Beloved. The normal restrictions on choosing a compan-
ion apply, except that you may choose from any native group regardless of your trading relationships. If
no native of the appropriate type remains unclaimed as a companion you may reroll. Your Beloved plays as
a permanently hired native leader, and is always of the opposite sex of your character. If female her move
time is always reduced by 1; if male the harm his attack inflicts is always increased by one level. Your
Beloved may use Rule 8.3.8, Running Away, but may not receive Event Cards.

STARTING LOCATIONS: You select a starting location and destination for your character normally (you may
not start at a Chapel). Your Beloved always begins the game standing at the top of a towering Cliff, gazing
wistfully into the wind. Or in other words, your Beloved starts on clearing 6 of the Cliff and may mark off
the secret passage from clearing 3 to clearing 6 as a discovery. In Double Magic Realm your Beloved may
start on either Cliff.

THE WHOLE WORLD LOVES A LOVER: Whenever you and your Beloved are together in the same clearing all
uncontrolled natives are one level friendlier to both of you.

(continued on next page)

Page Q70
53. Love and Adventure I

YOUR BELOVEDS SPECIAL ADVANTAGE: After selecting your Beloved you may then select one Special
Advantage from the following list and record it on your Beloveds Personal History sheet. Your Beloved may
use this Special Advantage normally. In addition, whenever your Beloved follows you, this Special Advan-
tage may be used as a third Special Advantage for your character.
Aura Of Power: extra Spell phase
Barter: roll one die on Trade Rolls
Cave Knowledge: roll one die on Hide, Meeting, and Search rolls in cave clearings
Clever: choose when to take your turn
Elusiveness: extra Hide phase
Health: extra Rest phase
Honor: subtract 1 from Meeting Table rolls
Knowledge: subtract 1 when Reading Runes
Mountaineer: roll one die on Hide, Meeting, and Search rolls in mountain clearings
Prescience: extra Alert phase
Scouting: extra Search phase
Stamina: extra Move phase
Tracking Skills: roll one die on Hide, Meeting, and Search rolls in Woods tiles

NOTHING LEFT TO LIVE FOR: If your Beloved is killed you have failed this Quest and should start over with
another character.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed
your Notoriety value is 1.

AT START: 10 gold

NOTES: It is rare to encounter a fantasy story that doesnt contain at least a hint of romance, and many great
tales build upon love as their primary theme. This Quest represents a first attempt to explore how romance
might be incorporated into the Magic Realm system. This version is designed for play by one player; cou-
ples should play using the Quest that follows.

(new: 8/88, revised: 3/89)

Page Q71
54. Love and Adventure II

Love and Adventure II


TEAMWORK ALTERNATIVE

It was, to reuse a well-worn phrase, love at first sight. And whats more, you quickly discovered that the feeling
was mutual! However, your dreams of living happily ever after were temporarily dashed as unavoidable circum-
stances drew your Beloved away from you. To succeed in this Quest you must fulfill the following requirements
in the order in which they are listed: First you must rejoin your Beloved by being together in the same clearing
at Midnight. You and your Beloved must then spend one complete day together in any Chapel. After spending a
day at a Chapel you each must obtain a wedding gift and present it to the other. Finally you win the game when
you are both present at your destination, where you will live happily ever after.

TEAMWORK: This Quest requires the use of two characters, one male and one female, as explained in Rule
Q1.11.

STARTING LOCATIONS: One character selects a starting location and destination normally (this character may
not start at a Chapel). The other character must begin the game standing at the top of a towering Cliff,
gazing wistfully into the wind. Or in other words, on clearing 6 of the Cliff. That character may mark off
the secret passage from clearing 3 to clearing 6 as a discovery. In Double Magic Realm this character may
start on either Cliff.

THE WHOLE WORLD LOVES A LOVER: Whenever both characters are together in the same clearing all
uncontrolled natives are one level friendlier to both of you.

THE WEDDING GIFTS: Each character must draw a Great Treasure from a treasure site and present it to the
other at the first trading opportunity they have. The gift is revealed when presented, and the recipient
may never sell it or give it away. The two gifts must be drawn from two different treasure sites.

NOTHING LEFT TO LIVE FOR: If one of the characters is killed the Quest has failed. You should start over
with two new characters.

FAME & NOTORIETY: Fame and Notoriety points may not be recorded while on this Quest. Each character has
a Notoriety value of 1 if killed.

AT START: 5 gold

NOTES: This Quest is a simple rewrite of the previous one allowing two players to participate, each controlling
their own character.

(new: 8/88, revised: 2/03)

Page Q72
55. The Mythologist

The Mythologist
OBSERVATION ALTERNATIVE

FWOOSH!
Egads! An attack by some miscreant magician! you think, as you force your heart back down your throat, grab
your weapons, and whirl about to face a completely harmless looking group of people in outlandish garb, gaz-
ing at you with rather sheepish expressions. A moment ago you would have sworn that you were the only soul
around for miles. A distinguished looking gentleman steps forward and begins speaking about time travel and
other meaningless terms, but you gradually realize that he is interested in storytelling and history and desires
your services as a guide. Fascinated by these strange folk, you agree. To succeed in this Quest you must assist
the Mythologist in obtaining 75 Folklore points.

PEACEABLE: You may not attack any unhired native groups while on this Quest.
TIME TRAVEL FOCAL POINT: You must select as your starting location any clearing in a Woods tile other
than Deep Woods. This same clearing is also your destination, even when playing Double Magic Realm. The
Mythologist insists that you return them to the exact same clearing from which they start, even though
you cheerfully point out that one woods is much like any other.

THE MYTHOLOGISTS PARTY: The Mythologist and his assistants are minor characters. They may carry items
with a weight of Medium or less. They do not have ponies.

THE MYTHOLOGISTS INFLUENCE: Any Block/Battle results you receive on the Meeting or Commerce
Tables are changed into No Deal.

THE FIREARM: One member of the Mythologists party, anticipating that there might be trouble, has brought
along a firearm. The firearm may not be used in the first round of combat because the owner is busy unhol-
stering it. On each succeeding round it may fire at a single individual with a time number of 0. If it hits
a target with Light or Medium vulnerability the target is automatically killed. If it hits a target with Heavy
or Tremendous vulnerability the target is scared off. Immediately remove the target from the combat and
randomly place it in another clearing in the same hex tile (other unresolved attacks against this target
have no effect). The firearm cannot affect any target with a vulnerability exceeding Tremendous. The fire-
arm may not be used against natives or other characters. The owner of the firearm may not be selected as
the target of any attack.

(continued on next page)

Page Q73
55. The Mythologist

FOLKLORE POINTS: The Mythologist obtains Folklore points by possessing certain items, by spending an
entire day unhidden in certain locations, or by spending an entire day unhidden in the same clearing as
a native leader (whether hired or not). Folklore points are recorded on your Personal History sheet in the
same manner as Fame and Notoriety points would be. For items, use the largest single value applicable. You
may receive Folklore points for any specific location or native leader only once per game, even if the leader
is killed and later regenerated. You may receive points for only one location or leader per day. Site chits,
including the Lost City and the Lost Castle, must be discovered before you begin spending your day there
to receive points.
Examples: A Spell Book that is also a Great Treasure is worth 4, not 6. If you are at the
Guard house and the Guard leader is present, it will take two days for you to receive all 8
points (3 + 5).
The following table lists the various Folklore points available:

POINTS DESCRIPTION
15 Chapel
15 Scholar
10 Inn
10 Lost Castle
10 Lost City
7 Shrine
5 House
5 Ruins-6 clearing
5 Native Leader
4 Altar
4 Spell Book
4 Treasure counter
3 Guard house
3 Statue
2 Campfire
2 Great Treasure
1 Weapon/armor counter
1 Treasure card (except potions)

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed
your Notoriety value is 10.

AT START: 1 companion
or 10 gold

NOTES: This Quest is loosely, but respectfully, based on the life and works of Joseph Campbell (19041987).
The Folklore point values for locations reflect the relative chances of encountering written records, living
storytellers, and relics of interest to a mythologist.

(new: 8/88, revised: 12/02)

Page Q74
56. The Treasure Hunter

The Treasure Hunter


TRAVEL SPECIAL ABILITY ALTERNATIVE

Over the years, you quietly amassed a fortune from the treasure hoards of the Magic Realm. You could easily live
out your life quite comfortably. But the stories of so-called valor and courage in looting these hoards persist,
stories that are nothing compared to what you faced. Therefore, your ego both bruised and challenged, you and
your companions prepare to undertake the greatest hunt of all. To succeed in this Quest you must loot one Trea-
sure card or one treasure counter, or learn one spell, from six different treasure sites; obtain two Great Treasures
(both must be looted from treasure sites); and obtain 15 points of Fame from killing treasure site monsters. In
Standard Magic Realm reduce these requirements to three treasure sites, one Great Treasure, and 8 points of
Fame.

YOUR COMPANIONS: You start the game with two companions. You may ignore trading relationships and
number order when choosing these companions. All other restrictions on selecting companions remain in
effect. These companions are childhood friends who joined you early in your career and remain loyal to
you now despite any differences that may have arisen between you and their group.

YOUR PROWESS: You roll one die instead of two whenever you roll on any Search table, including the Trea-
sures Within Treasures tables. This represents your skill as a tracker and hunter.

TREASURES AND SPELLS: To win the game, you must have in your possession at least one treasure or spell
from each of the six/three treasure sites. You should keep a record of each qualifying item, noting the
location where you obtained it. Items sold or abandoned cannot be claimed. Only Great Treasures looted
by you from a treasure site may be counted for the two/one that you need. Any Great Treasures you may
buy cannot be counted for victory purposes. You may freely use any Treasure card or treasure counter you
loot.

PACK HORSE: You are accompanied by a pack horse capable of carrying Tremendous weight. You may not ride
this animal, nor does it give you any extra Move phases. The pack horse is a minor character that always
follows you.

IMMUNITY FROM CURSES: If you select Immunity From Curses as your starting option you have a magic
talisman that protects you. Curses have no effect on you and do not prevent you from completing the
Quest.

(continued on next page)

Page Q75
56. The Treasure Hunter

FAME & NOTORIETY: You ignore Notoriety points. In recording Fame, record only Fame points obtained in
killing treasure site monsters. You receive only the basic Fame value of the monster; you may not use Rule
8.7.1 to multiply this value. You ignore any Fame value received from Treasure cards or treasure counters.
If you are killed your Notoriety value is 50.

AT START: Immunity From Curses


or Light or Medium weapon/armor counter, 10 gold
or 2 spells, 10 gold
or 1 spell, 20 gold
or 30 gold

NOTES: This Quest not only attempts to make a character move all over the map in search of victory, but also
attempts to force him to face certain situations he may not want to face. Part of the inspiration for this
Quest came from Bilbos encounters with the trolls and Smaug in The Hobbit, by J.R.R. Tolkien. Quest
designed by Mike Blomberg.

(new: 9/88)

Page Q76
57. The Spoiled Princess

The Spoiled Princess


SPECIAL COMPANION SPECIAL ABILITY STORY ALTERNATIVE

It was love at first sight, you and the beautiful Princess. Cupids arrow had found its mark. Unfortunately the
wound wasnt fatal. Spoiled brat would be a very mild description of this person who always gets what she
wants, or else. Now she wants you, as a (heaven forbid) husband, and asks Daddy. Daddy, the King, says that you
will marry his fair daughter if you fulfill her pre-wedding wish; fail and you will die. Even though the latter is
very tempting, you think it just might be possible to pull this off and still leave the Realm before the wedding.
As you will certainly find out, though, the Royal Pain er, lovely Princess, tends to want more as the weeks go
by. To succeed in this Quest you must simply(??) fulfill the wishes of the Princess. (By the way, shes going with
you. Daddy hasnt had any peace and quiet for 18 years.)

THE PRINCESS: The Princess is a minor character who starts the game following you. Therefore, much as youd
like to, you cannot transmorphize her or leave her behind. She rides in a horse drawn wagon (palace on
wheels may be closer to the truth), so you may never use a pony Move bonus. You may use the wagon to
carry tremendous weight. (I dont know how, but this wagon is also capable of moving through caves. I told
you you couldnt leave her behind.)

THE PROBLEMS WITH THE LADY: Even though you could probably keep counting for days, as far as this
Quest is concerned there are just two problems with the Princess. The first concerns her wishes. During
Birdsong on the first turn roll one die on the Initial Wish Table below:

ROLL INITIAL WISH


1 or 4 I want a Dragons head
Any Dragon killed will do, shell believe you when
you tell her its the deadliest Dragon in the Realm .

2 or 5 I wish to see a Lost City


Locate a Lost City site chit .

3 or 6 I wish to see a Lost Castle


Locate a Lost Castle site chit .

If you can fulfill her Initial Wish and reach your destination before the first week is over at Midnight on
the seventh day you win the game (and the Princess if you dont escape).
If (as is likely) you fail to win the game at the end of the first week, you must then make one loot roll
on the Additional Wishes Table each time weather is determined at the start of a week, to find out what
else she wishes for. These Additional Wishes are cumulative with Initial Wish and each other; all selected
wishes must be fulfilled in order to win. Take heart, though, she quits wishing after making her fifth Addi-
tional Wish (thats only a month and a half sheesh!).

(continued on next page)

Page Q77
57. The Spoiled Princess

WISH ADDITIONAL WISHES


1 I want a fantastic treasure
You must obtain a card or counter from a Treasures Within Treasures site .
The Chest will satisfy this wish even if you do not have the Lost Keys .

2 I want something that someone else desires


You must obtain a Treasure card with a Fame price .

3 I want something magical


You must obtain a Spell Book, Artifact, or an Enchanted card .

4 I want a Dragons treasure


You must obtain a Treasure card from a Hoard or Lair .

5 I wish to see Goblins


[ see note below .

6 I wish to see the beach


You must locate a Pool .

7 I wish to see a sacrificial altar


You must locate an Altar .

8 I wish to see a shrine


You must locate a Shrine .

9 I wish to sleep on a soft bed


You must be at an Inn at Midnight .

10 I wish to see the top of the world


You must be in a Crag clearing at Midnight .

Whenever the Princess makes a wish you must Loot for the result just as you would Treasure cards. Write
down the numbers 1-10 in a column in the Notes section of your Personal History sheet to form the trea-
sure pile and cross out each wish that the Princess may make.
Example: if your result was a 6 on your first roll you would cross out wish number 6 and
for the next roll wish 7 would be the sixth item.

[ Note: wish 5 is a tricky one, and Goblins encountered before this wish was made do not count. The
moment you encounter any Goblins, the Princess squeals with delight and you immediately become unhid-
den. But its not too bad. Roll two dice; the high die is the number of Goblins (from each stack of six
on the Set Up Card) that flee in agony, their ears ringing from the high-pitched squeal. Fleeing Goblins
immediately regenerate. If another player in the game is playing The Great Goblin War the Goblin leader,
if present, is the first to flee (that Magical Armor of the Great Goblin being like an echo chamber). If any
Goblins remain roll two dice again. If the high die is less than or equal to the number of Goblins remaining
in each stack, one Goblin from each stack joins you as a companion, somehow pacified by the Princess. Any
remaining Goblins are handled just like normal monsters.

(continued on next page)

Page Q78
57. The Spoiled Princess

THE SECOND PROBLEM: The Princess is constantly complaining. If you are hidden in a clearing containing
monsters during Sunset you must make a Hide roll. If you fail you are immediately unhidden and must
encounter the monsters during combat. This pampered Princess has no idea what danger is. (No, you cant
feed her to the monsters.)

STARTING LOCATION: You must start the game at a Chapel (yes, she is a little anxious) where you receive
all the blessings and prayers from the priests (and a few comments from the locals). You are also given an
amulet that makes you immune to all Curses (except, of course, for the one following you). Curses have no
effect on you and do not prevent you from completing the Quest.

NATIVES: Knowing a rube when they see one, all natives are Friendly to you except for your Allies, who remain
Allies. (Theyve always loved a good joke.)

DIVINE PROTECTION: If you are unhidden in a clearing containing a Demon or an Imp at the start of Evening,
they will not attack you. In fact, they will regenerate back to the Set Up Card. They flee in embarrass-
ment upon seeing the Princess, a terror greater than any they have ever loosed upon the world. They are
so embarrassed that if you are at their Site chit, they tell you the location (you automatically discover
it). You can never be affected by a Power Of The Pit spell cast by a Demon. Only a Power Of The Pit cast by
another character (including absorbed Demons) can affect you. Fleeing Demons and Imps cannot be cho-
sen as targets by anyone in the clearing. Demons and Imps will still block you normally during movement.

TOADSTOOL CIRCLE: Since the Demon Scholars wish to learn more about the terror, I mean Princess, you are
not affected by the Power Of The Pit or teleport results when rolling on the Toadstool Circle table.

A WORD TO THE WISE: Even though the Princess makes a lot of demands (and headaches), she doesnt pay
much attention. Therefore you cant tell her she saw Goblins last week when she decided today that she
wants to see Goblins. But you can buy or loot items she may want and Cache them, or discover a treasure
site she may want to see, and go back to them later to fulfill her wish.

OPPONENT SATISFACTION: Should you by chance win the game, your opponents, who obviously had rotten
luck, can demand that you complete the story. Make a normal Hide roll. If you succeed your victory is
complete as you flee the Realm and live happily ever after. If you fail, however, you claim only a hollow
victory as you end up marrying the Princess, with your only true friends being the Demons who stop by
every night to take notes.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed
your Notoriety value is 40.

AT START: 4 companions
or 2 companions, 20 gold
or 40 gold

NOTES: This Quest was inspired by the character of Princess Felicia from the book A Baroque Fable by Chelsea
Quinn Yarbro. From that inspiration it quickly degenerated into a parody of damsel in distress books
and movies. The inspiration for the Demons came primarily from the third book of the Ebenezum trilogy, A
Night in the Netherhells, by Craig Shaw Gardner. It should be noted that if you are playing a female charac-
ter then this Quest should be referred to as The Spoiled Prince and all female references should become
male. Come to think of it, Princess Felicias brother, Prince Andre of Alabaster-on-Gelasta, was also an
inspiration. Quest designed by Michael Blomberg (so blame him!).

(new: 9/88)

Page Q79
58. The Reluctant Transformer

The Reluctant Transformer


SPECIAL ITEM ALTERNATIVE

The ring that you found in the dust seemed quite harmless at the time until you slipped it on your finger. The
ring was a magical ring, a ring that enables the wearer to transmorphize into another creature. The problem is
that you can neither stop or control the transmorphizing nor can you remove the ring from your finger. You seek
the aid of a powerful Mage, who tells you he can teach you how to use the ring or remove it from your finger
but for a price. To succeed in this Quest you must obtain 20 points of gold and two Magical Treasures to meet
the Mages price. Both Magical Treasures must be drawn from treasure sites.

THE RING OF TRANSFORMATION: The ring causes you to transmorphize at Midnight of every day; it does
not require the presence of any color magic. As you set out on your Quest, the Mage gave you a vague hint
about how to control the ring; a hint you did not fully understand. At Midnight of each day you must roll
two dice to see if you can control the ring. If roll a 6 on either die you succeed and may choose what you
transmorphize into: either your normal character, or any one of the creatures listed on the Transform Table.
If you fail to control the ring, roll one die and consult the Transform Table to see what you change into. If
this die roll selects a creature whose form you already have you then revert to your normal character.
Example: If you have the form of a Dragon and roll a 1 you then revert to a normal
character.
Note that unless you control the ring you cannot be the same creature for two (or more) days in a row. You
start the game in the form of your normal character, and must roll for control each day regardless of any
previous success or failure. You may attempt to control the ring even if you are in the form of a creature.

OTHER TRANSMORPHIZING: You are immune to all other transmorphizing spells while in the form of a crea-
ture. You may be transmorphized normally, by yourself or others, while in the form of your character.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed
your Notoriety value is 10.

NOTES: The Transform Table is fun, frustrating, and entertaining. This Quest is an attempt to make full use of
every creature on the table. Quest designed by Michael Blomberg.

(new: 11/88, revised: 4/03)

Page Q80
59. The Physiologus

The Physiologus
OBSERVATION ALTERNATIVE

The various creatures of the world have fascinated you throughout your entire life. Recently, while spending
some time in a friendly scholars library, you suddenly realized that there were no books that described the pro-
fusion of beasts in any detail. After wasting some time fruitlessly wondering why such a book had never been
written, you resolve to write one yourself. Dedicating the rest of your life to the task, you prepare to set forth.
To succeed in this Quest you must obtain 60 Observation points.

PEACEABLE: You may not attack any unhired native groups while on this Quest. If a native group chooses to
attack you (Battle result on the Meeting Table), you may fight them normally in that battle.

OBSERVATION POINTS: You obtain Observation points by being in a location occupied by monsters at Mid-
night. Record Observation points on your Personal History sheet in the same manner as Fame or Notoriety
points. The following table lists the various Observation points available. You may claim the points for each
of the entries in the table only once per game. There is no limit to how many different entries you may
claim in a single turn.

POINTS DESCRIPTION
10 Tremendous Flying Dragon
8 Tremendous Dragon
5 Heavy Flying Dragon
4 Heavy Dragon
10 BONUS for observing all four Dragon species
8 Tremendous Flying Demon
8 Tremendous Demon
8 BONUS for observing both Demon species
6 Tremendous Troll
4 Heavy Troll
10 BONUS for observing both Troll species
6 Tremendous Serpent
4 Heavy Serpent
3 Viper
10 BONUS for observing all three Serpent species
5 Tremendous Spider
3 Heavy Spider
10 BONUS for observing both Spider species
5 Octopus
5 Giant
3 Bat
2 Imp
2 Goblin (any kind)
2 Ogre
1 Wolf
0 Ghost

Page Q81
59. The Physiologus

WANDERING WARRIOR: If your character normally begins the game with a suit of armor, you may choose to
exchange it for a workhorse and a shield when you select your At Start option.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed
your Notoriety value is 10.

AT START: 1 companion
or 10 gold

NOTES: Sometime between the second and fifth centuries A.D. a beastiary was compiled by a person known
only as the Physiologus the naturalist. This book was a major literary event and became immensely popu-
lar. Nancy Hathaway discusses the Physiologus in her book The Unicorn.

(new: 3/89, revised: 12/02)

Page Q82
60. The Mechanic

The Mechanic
TRADITIONAL SPECIAL ITEM

Failure! Failure! Failure! How you had learned to hate that word! Some of the finest magicians in the world had
risked their sanity to try to teach you the fundamentals of magic. Each of them eventually affirmed that you
possess not one speck of magical talent. These setbacks, however, did not quench your overwhelming desire to
be a magician. Reluctantly, you spent your entire lifes savings to purchase a selection of magical trinkets and
jewelry. Now you must use them to regain your vanished wealth and fulfill your ambitions. To succeed in this
Quest you must obtain one Great Treasure, 40 points of Fame, 60 points of Notoriety, and 60 points of gold.

MUNDANE CHARACTERS ONLY: Only non-magic characters may play this Quest. Characters having any Magic
action chits are not allowed.

DEVELOPMENT: A character may play this Quest at a lower level of development, as explained in Rule Q1.10.
This may be done in order to meet the Mundane Characters Only restriction, or simply to provide addi-
tional variety.
Example: the Pilgrim may play this Quest only as an Acolyte or Guardian.
Characters playing at a reduced level of development receive the following bonuses:
1st level: extra Move phase, Hide phase, and Rest phase
2nd level: extra Move phase
3rd level: choice of helmet, Short Sword, or Axe

MAGICAL INEPTITUDE: You may not do the Enchant activity or use the Reading Runes Table. If you use Magic
Sight you must treat the Perceive spell result as Nothing.

THE TRINKETS AND JEWELS: You begin the game with six of these objects, each of which may be used to
cast one spell. Record one spell for each object when you choose your character. Select any spells you
please, but no spell may be recorded more than once. You may not sell, cache, or abandon any of these
objects. If you are killed other characters may not loot to recover these objects (they wouldnt be able to
figure out their use, anyway).

MECHANICAL MAGIC: A trinket or jewel may cast its spell once per game with a completion time of 1. No
color magic is required, as the objects provide their own. They cannot serve as a source of color magic for
any other purpose whatsoever. Only one object may be used per round of combat, and such use is a Cast
spell action. Event Card 204, Permanent Spell Fizzles, cannot affect a spell cast by one of your objects.

FAME & NOTORIETY: You record Fame and Notoriety normally.

NOTES: The character of Massha in Robert Asprins Myth Adventure series was an important inspiration for this
Quest and provided the title. A desire to see some spectacular and exotic spell combinations put into play
guided the development of the Quest.

(new: 5/89)

Page Q83
61. The Luckiest Person Alive!

The Luckiest Person Alive!


TRADITIONAL SPECIAL ABILITY

Everybody knows an unusually lucky person, a person that fate and good fortune seem to smile upon. You are
such a person, and you embark upon this Quest to prove one thing that you are the luckiest person alive. To
succeed in this Quest you must obtain two Great Treasures, 75 points of Fame, 75 points of Notoriety, 50 points
of gold, and awaken or learn one spell.

LUCK POINTS: You start the game with 10 Luck Points. You must keep a running total of the amount of Luck
Points you spend, which your opponents may review at any time. Luck Points are used (spent) as additions
or subtractions to any die roll your character makes, excluding Monster Rolls and weather change die rolls.
Each Luck Point used allows you to add or subtract one from your die roll. Luck Points can also be used to
change trading relationships with natives during a Trade or Hire phase. Each Luck Point so used changes
the trading relationship by one level. The trading relationship returns to normal at the end of the phase.
Example of Hiding: You execute one Hide phase, roll the dice and get a 6 (no effect). If
you wish to hide you must deduct one Luck Point from your total.
Example of Using Tables: You search for the Hoard, roll the dice and get a 6 (nothing). If
you wish to discover the Hoard you must deduct two Luck Points.
Example of Combat: The Amazon enters combat against the Octopus. You put the Octo-
pus in the Duck & Smash box, play an M4 Move in the Dodge square, and play an M3**
Fight with a Short Sword in the Smash circle. You roll to reposition the monster and get
a 1 (moves to Dodge & Swing). You deduct two Luck Points to change to roll to a 3
to keep the monster from moving. Since you have the longest weapon in the first round
of combat, your attack is resolved first. The harm you inflict is Heavy, modified by a
Fumble Table roll of 5, which keeps it at Heavy. You spend three Luck Points to make
the Fumble roll a 2. This result gives Tremendous damage to kill the Octopus, for a total
of five Luck Points expended.
Example of Hiring: The Witch King wishes to hire a Knight from the Order, his enemies!
He executes a Hire phase and spends four Luck Points to change the trading relationship
to Ally and then rolls a 4 (Price x 3). Since he has no gold, he spends three more Luck
Points to hire the Knight for free as a boon, for a total of seven Luck Points expended.

HIRED NATIVES AND COMPANIONS: Your Luck Points cannot be used by hired natives or companions,
except in the case of a spell result where your character may also suffer damage.
Example: The Berserker, unhidden and accompanied by Lancers, enters combat against a
Demon. The Demons Power Of The Pit roll is a 3 (Terror). The Berserker cannot be hurt
by this result and therefore cannot change it with Luck Points, but his Lancers are all
killed. The Woods Girl, however, in this same situation would be able to spend Luck Points
to change die roll, saving both herself and the Lancers.

(continued on next page)

Page Q84
61. The Luckiest Person Alive!

REGAINING LUCK POINTS: You can regain Luck Points, up to a maximum of 10, in three ways:
Y
 ou may regain all Luck Points by spending two full days in a Chapel. You must announce upon entering
the Chapel that you will be praying. You may only execute Rest phases while praying. You cannot trade
with other characters, draw Event Cards, cast spells, or engage in combat. You are immune to all attacks
for three days, beginning with the day you enter the Chapel.
Y
 ou may regain one Luck Point for every 10 points of recorded Fame, Notoriety, and/or gold you give
up. You must be in a Dwelling at Midnight to do this.
Y
 ou may total the Fame, Notoriety, and gold values of any treasure(s) that you give to another charac-
ter or native group and immediately regain one Luck Point for every 10 points in your total (rounded
down). Characters must accept such treasures unless the treasures exceed their carrying capacity or are
detrimental to them.

FAME & NOTORIETY: You record Fame and Notoriety normally.

NOTES: This Quest is an attempt to put into a gaming situation the heroes from books, movies, television, and
(notably) the old cliffhanger serials who get themselves into impossible situations and then come out of
them unscathed. The other inspiration for this Quest comes from the character of Lucky McGee in the
Game Designers Workshop game Asteroid by Marc W. Miller and Frank Alan Chadwick. Quest designed by
Michael Blomberg.

(new: 2/90)

Page Q85
62. The Dwarfs Adventure

The Dwarfs Adventure


TRADITIONAL TEAMWORK

A fearless Dwarf with a taste for adventure, you set out to explore the forgotten caves and caverns of the Magic
Realm. Along the way you befriend another hardy adventurer, who joins you on your Quest. To succeed in this
Quest the Dwarf must obtain two Great Treasures, 60 points of Fame, 80 points of Notoriety, and 40 points of
gold.

TEAMWORK: This Quest requires the use of two characters, as explained in Rule Q1.11. One of the characters
chosen must be the Dwarf. The two characters must start in separate locations. The starting location of the
Dwarf is chosen normally, but the second character starts in a building chosen by the other players in the
game, after the Dwarfs character counter has been placed on the map.

TALLYING THE TOTALS: Only the Dwarf can earn Fame and Notoriety points. The Dwarf can also earn Fame
and Notoriety points from the actions of the second character as noted in Rule 8.7.3, but only for actions
that occur after they have ended a day together in the same clearing. For scoring purposes only, the sec-
ond character is considered a hired leader.

THE LURE OF THE UNDERWORLD: The love the Dwarves have for the deep places of the Earth greatly colors
their perception of Fame and Notoriety. Fame and Notoriety points may be earned only in cave clearings.
Values for Treasure cards and treasure counters are ignored unless you loot them from a treasure site in a
cave clearing. All Fame and Notoriety point values are doubled in cave clearings in a Lost City hex tile. You
use the normal values when trading with natives. Both Great Treasures required for victory must be looted
from treasure sites located in cave clearings. If you are using optional Rule Q5.9, the additional bounty
points for discoveries and Treks may be earned only in cave clearings. These additional bounty points are
not doubled in the Lost City tile.

FAME & NOTORIETY: Only the Dwarf records Fame and Notoriety. The second character has a Notoriety value
of 10 if killed.

AT START: Light or Medium weapon/armor counter (excluding Bows)


or 1 spell

NOTES: The Dwarfs Short Legs Special Advantage prevents many players from trying him. This Quest was devel-
oped to give timid souls an easy way of gaining experience with him. It is a modification of Quest for
Adventure (#16).
This is the first of a projected series of Quests written specifically for certain characters. Tailoring a Quest
to a particular character should allow a stronger sense of story to come through during play. This kind of
Quest will also avoid the problem of Quests being found easy with some characters and impossible with
others.

(new: 4/90, revised: 12/02)

Page Q86
63. The Winged Horse

The Winged Horse


TRADITIONAL SPECIAL COMPANION

In the temple of an oracle, where you have come to seek guidance concerning your future, sits a blind priestess.
As you pass by, she calls to you by name. She gives you a parcel wrapped in an ancient robe, and tells you to
follow your destiny. Outside the temple, you open the parcel and discover a fabulous golden bridle, the only one
capable of taming the legendary Winged Horse. There are two ways to succeed in this Quest: A) You must obtain
75 points of Fame and 75 points of Notoriety, or B) You must obtain five Great Treasures. You do not have choose
one way over the other; both are always available to you.

THE WINGED HORSE: When you select this Quest take any available warhorse from the Order and place it in a
Crag-3 clearing. This warhorse represents the Winged Horse. When your character ends a turn in the same
clearing as the Winged Horse you may automatically take possession of it. Until this happens the Winged
Horse is dormant and may not be attacked. Only your character may possess the Winged Horse. There is
only one Winged Horse in play, even in Double Magic Realm. Besides moving as a normal warhorse, the
Winged Horse may also fly using a value of Fly H2.

WITH THE SPEED OF THE WIND: When you use the Winged Horse to fly, you receive one extra Fly phase for
each normal Fly phase you use. (This works the same way as using a pony to Move.)

FAME & NOTORIETY: You record Fame and Notoriety normally.

AT START: 10 gold

NOTES: This is a retelling of the story of Pegasus from Greek mythology.


(new: 4/90, revised: 11/90)

Page Q87
64. Berserker Fury

Berserker Fury
TRADITIONAL SPECIAL ABILITY

Life was sooo boring. What a misfortune it was to have a peace-loving King. Without a war to look forward to
even the nightly brawls at the tavern have lost their appeal. Thus it was with a mixture of both outrage and joy
that you received the news of the death of a cousin. This cousin had been exploring the remains of a Lost Castle
when the monsters living there caught him by surprise. Even though you are saddened by his death, the thought
of visiting vengeance upon the foul creatures brings joy to your heart. To succeed in this Quest the Berserker
must obtain one Great Treasure, 50 points of Fame, and 60 points of Notoriety.

BERSERKER ONLY: The Berserker is the only character allowed to play this Quest.
VENGEANCE: Monsters may not be counted for Fame and Notoriety points unless they are killed in the hex tile
containing the Lost Castle. In Double Magic Realm you must write down which Lost Castle was the site of
your cousins demise before the Dwellings are revealed on the map. Monsters killed at the other Lost Castle
may not be counted for points, and Blood Lust and War With Nature do not apply there.

BLOOD LUST: You cannot complete this Quest unless you have personally killed at least one monster in the
Lost Castle hex tile after having played your Berserk chit that day.

CLAUSTROPHOBIA: You can never activate a suit of armor.


WAR WITH NATURE: If, at the end of your turn, you are in the Lost Castle hex tile and unhidden, the follow-
ing events take place. First, all uncontrolled monsters in the hex immediately move to your clearing and
block you, even if they are not prowling or have been blocked by someone else earlier in the day. Then all
Site chits, Sound chits, and Warning chits that have not yet summoned monsters that day immediately do
so. Use a Monster Roll of 1-6 for this summoning, which means that some chits may bring several differ-
ent kinds of monsters simultaneously.
(We can imagine the clumsy Berserker, trying to sneak about and remain inconspicuous. Suddenly, he steps
on a twig, drawing the attention of some beast. In the face of danger, his suppressed battle hysteria breaks
loose! He clambers up onto a rock, whips his Great Axe around above his head, and bellows, All right you
suckers! You want a fight? Here I am! The creatures are happy to oblige.)

(continued on next page)

Page Q88
64. Berserker Fury

RANDOM ROMANCE: When you end a turn in a Dwelling, roll two dice on the table below at Midnight. Use the
higher of the two rolls and follow the directions for any result you get.

ROLL RESULT
1 True Love
2 True Love
3 Lured by a Maiden
4 Wild Party
5 no effect
6 no effect

T RUE LOVE: At last you have found the woman of your dreams! She is a minor character and will follow
you the rest of the game. Roll one die on the table below to select a third Special Advantage for the
Berserker, which represents your loves ability to aid you on your Quest. You may not roll again on the
Random Romance table for the remainder of the game.

ROLL TRUE LOVES ABILITY


1 Barter: roll one die on Trade rolls
2 Clever: choose when to take your turn
3 Gift of Healing: extra Rest phase each turn
4 Honor: subtract 1 on Meeting Table rolls
5 Knowledge: subtract 1 when Reading Runes
6 Tracking Skills: roll one die for Hide, Meeting, and Search rolls in Woods tiles

L URED BY A MAIDEN: You meet a beautiful, friendly girl. Could it be love? You gain one point of Notori-
ety. You may not leave the Dwelling on your next turn except by running away during combat.
W
 ILD PARTY: You encounter some local yokels who invite you to sample their homemade brew. You have
a wonderful time, but youll wake up next morning feeling just awful. All your active action chits with
asterisks become fatigued. Gain five points of Notoriety.

FAME & NOTORIETY: The Berserker records Fame and Notoriety normally, observing the restrictions of Ven-
geance for killed monsters. Additional bounty points (optional Rule Q5.9) cannot be earned for discover-
ies and Treks.

AT START: 2 companions (one must be a Wolfhound)

NOTES: Weve noted that when the Optional Combat Rules are used, the Berserker rarely uses his Berserk chit.
The obvious remedy was to write a Quest that would provide him with a strong incentive to play the Ber-
serk chit. To be on the safe side, he is required to play it at least once. The Random Romance table prom-
ises to be an interesting addition to Quests designed for specific characters.

(new: 10/90, revised: 3/03)

Page Q89
65. Death Quest

Death Quest

Special
This Quest may not be selected by any player at the start of the game. The Death Quest is used only when a
character dies during the course of the game. Using the Death Quest is optional and must be agreed to by all
players. It replaces Rule 9.1.2 and optional Rule Q5.4. Any number of players may participate in the Death Quest
simultaneously. Multiple players in the Death Quest are never considered a team.

KILLED BY A CHARACTER OR HIRED NATIVE: Your opponent gains your Notoriety bonus normally, even
if the Death Quest Table brings you back to life. (This by itself does not cause you to lose your recorded
Notoriety.) If your opponent takes your gold and belongings you cannot recover or retain them, even
if the Death Quest Table would normally allow you to do so. Exception: In Dj Vu you always replace your
starting gold total and may draw replacement belongings from the Set Up Card.
E ach opposing player in the game can gain the Notoriety bonus for killing you only once per game. Expla-
nation: This prevents a character from being killed repeatedly by someone looking to score a big Notori-
ety gain against an opponent unable to defend himself.

COMPANIONS AND HIRED NATIVES: Any companions and hired natives that survive your death remain in
their clearings on the map. They do not move with you if you are rescued.

THE DEATH QUEST TABLE: When your character dies you must roll two dice on the following table at Midnight
and apply the indicated result. Use the higher of the two rolls, and subtract 1 for each week completed
prior to the current day. Event Cards, Quest special conditions, Treasure cards, and Special Advantages
never affect this die roll. You must discard all your Event Cards before rolling on the Death Quest Table.

ROLL RESULT
3 Requiescat in Pace
2 Walking Dead
1 Troubled Spirit
0 Rescued by Hooligans
1 Rescued by Hooligans
2 Rescued by Good Folk
3 Rescued by Good Folk
4 Youre Still Alive!
5 Youre Still Alive!
6 Dj Vu

continued on next page)

Page Q90
65. Death Quest

DJ VU: You may reenter the game on the first day of the second week. You must reenter the game exactly as
you started it keeping the same Quest, character, weapon/armor counters, spells, At Start option, com-
panions, and starting location. These following list summarizes these effects:

action chits . . . . . . . . . . . . . . . . . . . . all are active


permanent wounds . . . . . . . . . . . . . . . return to play
belongings-counters . . . . . . . . . . . . . . recover/replace all that you started with
belongings-Treasure cards . . . . . . . . . . recover/replace all that you started with
gold . . . . . . . . . . . . . . . . . . . . . . . . . same amount as you started with
recorded spells . . . . . . . . . . . . . . . . . . retain the ones you started with
companions . . . . . . . . . . . . . . . . . . . . recover all that you started with
hired natives . . . . . . . . . . . . . . . . . . . all become unhired
recorded points . . . . . . . . . . . . . . . . . lost
discoveries . . . . . . . . . . . . . . . . . . . . . lost
spells affecting you . . . . . . . . . . . . . . . broken
Curses . . . . . . . . . . . . . . . . . . . . . . . . removed

Explanation: Abandoned belongings and companions are removed from the map and returned to you if you
started the game with them. New belongings may be drawn from the Set Up Card as necessary to replace
starting belongings held by another character. Killed companions may also be returned to you. Surviving
hired natives become unhired. Any recorded points and discoveries are lost. Spells and Curses affecting you
are broken or removed. Note that Dj Vu can only occur in the first week of play.

YOURE STILL ALIVE! Youre not actually dead, it just feels like it. Return your counter to the map, hidden
side up. You continue your original Quest with the following effects:

action chits . . . . . . . . . . . . . . . . . . . . one is active, remainder are wounded


permanent wounds . . . . . . . . . . . . . . . remain out of play
belongings-counters . . . . . . . . . . . . . . recover all abandoned items
belongings-Treasure cards . . . . . . . . . . recover all abandoned items
gold . . . . . . . . . . . . . . . . . . . . . . . . . retain
recorded spells . . . . . . . . . . . . . . . . . . retain
companions . . . . . . . . . . . . . . . . . . . . retain survivors
hired natives . . . . . . . . . . . . . . . . . . . retain survivors
recorded points . . . . . . . . . . . . . . . . . retain
discoveries . . . . . . . . . . . . . . . . . . . . . retain
spells affecting you . . . . . . . . . . . . . . . remain in effect
Curses . . . . . . . . . . . . . . . . . . . . . . . . remain in effect

(continued on next page)

Page Q91
65. Death Quest

RESCUED BY GOOD FOLK: You are alive but unconscious. You continue your original Quest with the following
effects:

action chits . . . . . . . . . . . . . . . . . . . . one is active, remainder are wounded


permanent wounds . . . . . . . . . . . . . . . remain out of play
belongings-counters . . . . . . . . . . . . . . recover all abandoned items
belongings-Treasure cards . . . . . . . . . . roll 1-5 on one die to recover each abandoned item
gold . . . . . . . . . . . . . . . . . . . . . . . . . retain
recorded spells . . . . . . . . . . . . . . . . . . retain
companions . . . . . . . . . . . . . . . . . . . . retain survivors
hired natives . . . . . . . . . . . . . . . . . . . retain survivors
recorded points . . . . . . . . . . . . . . . . . retain
discoveries . . . . . . . . . . . . . . . . . . . . . retain
spells affecting you . . . . . . . . . . . . . . . remain in effect
Curses . . . . . . . . . . . . . . . . . . . . . . . . remain in effect

A passing band of Good Folk finds you and transports you to a nearby Dwelling, where you finally reawaken.
Your counter is held off the map until the first day of the following week. It is then placed, hidden side up,
at the Dwelling selected by the Rescue Table. You cannot do any activities whatsoever while your counter
is not on the map, but hired native leaders may take their turns normally.

RESCUED BY HOOLIGANS: You are alive but unconscious. You continue your original Quest with the follow-
ing effects:

action chits . . . . . . . . . . . . . . . . . . . . one is active, remainder are wounded


permanent wounds . . . . . . . . . . . . . . . remain out of play
belongings-counters . . . . . . . . . . . . . . recover all abandoned items
belongings-Treasure cards . . . . . . . . . . roll 1-2 on one die to recover each abandoned item
gold . . . . . . . . . . . . . . . . . . . . . . . . . lose all
recorded spells . . . . . . . . . . . . . . . . . . retain
companions . . . . . . . . . . . . . . . . . . . . retain survivors
hired natives . . . . . . . . . . . . . . . . . . . survivors become unhired
recorded points . . . . . . . . . . . . . . . . . retain
discoveries . . . . . . . . . . . . . . . . . . . . . retain
spells affecting you . . . . . . . . . . . . . . . remain in effect
Curses . . . . . . . . . . . . . . . . . . . . . . . . remain in effect

A passing gaggle of Hooligans finds you and drags you to a nearby Dwelling, where you finally reawaken.
Your counter is held off the map until the first day of the following week. It is then placed, hidden side up,
at the Dwelling selected by the Rescue Table. You cannot do any activities whatsoever while your counter
is not on the map.

(continued on next page)

Page Q92
65. Death Quest

RESCUE TABLE: When returning to the game after being rescued by either Good Folk or Hooligans, roll one
die on the table below to select the Dwelling at which you reappear. If the roll selects a campfire that is
not yet on the map, reroll. In Double Magic Realm, randomly choose which game set the selected Dwelling
belongs to.

ROLL DWELLING
1 Chapel
2 House
3 Inn
4 Guard house
5 Small Campfire
6 Large Campfire

(continued on next page)

Page Q93
65. Death Quest

TROUBLED SPIRIT: You die and become a ghostly apparition. You no longer participate in your original Quest.
Return your counter to the map, hidden side up, with the following effects:

action chits . . . . . . . . . . . . . . . . . . . . all are active


permanent wounds . . . . . . . . . . . . . . . return to play
belongings-counters . . . . . . . . . . . . . . recover all abandoned items
belongings-Treasure cards . . . . . . . . . . recover all abandoned items
gold . . . . . . . . . . . . . . . . . . . . . . . . . lose all
recorded spells . . . . . . . . . . . . . . . . . . retain
companions . . . . . . . . . . . . . . . . . . . . survivors become unhired
hired natives . . . . . . . . . . . . . . . . . . . survivors become unhired
recorded points . . . . . . . . . . . . . . . . . lose all
discoveries . . . . . . . . . . . . . . . . . . . . . retain
spells affecting you . . . . . . . . . . . . . . . broken
Curses . . . . . . . . . . . . . . . . . . . . . . . . removed
Special Advantages . . . . . . . . . . . . . . . retain
trading relationships . . . . . . . . . . . . . . all native groups are one level less friendly

As a Troubled Spirit you cannot be killed or wounded. Only fatigue affects you. You must fatigue action
chits instead of wounding them. If you are killed again you simply fatigue all your action chits and
remain a Troubled Spirit (do not roll on the Death Quest Table).
You cannot use the Trade or Hire activities, or Event Cards. You are not affected by any Curse. Your pres-
ence summons prowling denizens normally. You can automatically run away from any combat; no roll on
the Stumble Table is necessary. Ghosts will never block or attack you.
A Troubled Spirit can win the game only by seeking out an abandoned friend as follows:
Many years ago, a dear friend of yours was heading into a life of trouble. You, however, decided to get on
with your own life and abandoned this friend. With your mortal existence having come to an abrupt end,
you have one last chance to redeem your spirit. You must seek out your abandoned friend and give him the
guidance he so desperately needs.
Whenever you are in a Dwelling at Midnight, roll two dice. If both dice show 1 you have located your
abandoned friend who, with your other-worldly assistance, proceeds to get his life in order. You may
attempt this roll only once per Dwelling per game. If you have unsuccessfully checked all the Dwellings
but one, you will automatically succeed at the final Dwelling.
After saving your abandoned friend, you win the game by joining the Ghosts in their clearing at Midnight.
In Double Magic Realm the Ghosts must belong to the same game set as the Dwelling in which you found
your abandoned friend.

(continued on next page)

Page Q94
65. Death Quest

WALKING DEAD: You die and become a zombie. You no longer participate in your original Quest. Return your
counter to the map, hidden side up, with the following effects:

action chits . . . . . . . . . . . . . . . . . . . . all are active


permanent wounds . . . . . . . . . . . . . . . return to play
belongings-counters . . . . . . . . . . . . . . recover all abandoned items except horses
belongings-Treasure cards . . . . . . . . . . lose all
gold . . . . . . . . . . . . . . . . . . . . . . . . . lose all
recorded spells . . . . . . . . . . . . . . . . . . lose all
companions . . . . . . . . . . . . . . . . . . . . survivors become unhired
hired natives . . . . . . . . . . . . . . . . . . . survivors become unhired
recorded points . . . . . . . . . . . . . . . . . lose all
discoveries . . . . . . . . . . . . . . . . . . . . . retain
spells affecting you . . . . . . . . . . . . . . . broken
Curses . . . . . . . . . . . . . . . . . . . . . . . . removed
Special Advantages . . . . . . . . . . . . . . . lose all
trading relationships . . . . . . . . . . . . . . all native groups are ENEMIES

As a Walking Dead you may not execute sunlight or sheltered phases for the remainder of the game. Your
Move and Fight chits have a strength of Tremendous. If your character does not have any Fight chits, you
may take any unused counter and use it as a Fight T8 chit. If your character does not have any Move
chits, you may take any unused counter and use it as a Move T8 chit. Your vulnerability is Tremendous. If
you are killed again you are out of the game (do not roll on the Death Quest Table).
If you possess Magic chits they all change into Type V Magic chits and you automatically learn the follow-
ing spells:

DEATH (V/BLACK), one native, Attack: If the spell hits, the target native is immediately
killed.

DRAIN LIFE (V/BLACK), one native, Attack: If the spell hits, all of the spellcasters fatigued
and wounded action chits are activated. The target native is killed, and the spellcaster may
not cast any more spells for the remainder of the turn. This spell affects only those chits
that are already inactive it does not affect fatigue and wounds that are inflicted during
the current round of combat. This spells strength is equal to the Power Of The Pit results
that affect action chits (it does not conflict with the other Power Of The Pit results).

INFLICT WOUNDS (V/BLACK), one character, Attack: If the spell hits, the target character
must immediately wound two action chits. The spellcaster chooses one of the chits to be
wounded and the target chooses the other. Armor offers no protection against this spell.

You cannot use the Fly, Trade, or Hire activities. You cannot use Reading Runes or Magic Sight. You cannot
use Event Cards or horses. You are not affected by any Curse. Your presence summons prowling denizens
normally.
A Walking Dead is driven by a furious envy of the living. You win the game by obtaining 100 points of
Notoriety. The only way you gain Notoriety points is by killing characters and natives (treasures and killed
monsters do not give you any Notoriety points). You do not have to return to any specific Dwelling or loca-
tion to win. As soon as you succeed in obtaining 100 points of Notoriety you have fulfilled this Quest.

(continued on next page)

Page Q95
65. Death Quest

REQUIESCAT IN PACE: (May he rest in peace.) The character is dead. The player may not reenter the game.
Note that this result cannot occur before the fifth week of play.

EFFECT ON TEAMWORK QUESTS: When a character participating in a teamwork Quest dies and receives a
result of 0 or more on the Death Quest Table, the teamwork Quest is unaffected. The various characters
participating continue to play it. If the killed character receives a result of 1 or less the teamwork
Quest may be affected.
If the teamwork Quest was being played by only a single player, and the killed character received a result
of 1 or 2, the player must choose between the two Quests. He can choose to make the result a 3
and continue the original Quest with his remaining character(s). Or he can cancel the teamwork Quest, in
which case the surviving characters must leave the map (Rule 9.2.2b) by the shortest possible route. The
player continues playing the Death Quest with the killed character.
If the teamwork Quest was being played by only a single player, and the killed character received a result
of 3, the player must try to win using the remaining characters in the teamwork Quest. If such a win
is no longer possible the player cannot win the game except by taking a chance on the Death Quest Table
with one of the remaining characters.
Example: A single player is playing The Dwarfs Adventure (#62) using the Dwarf and
the Berserker. If either character dies and receives a result of 0 or more on the Death
Quest Table, the original Quest continues.
If the Berserker dies and receives a result of 1 or 2, the player may choose to turn
the Berserkers result into a 3 and continue playing The Dwarfs Adventure with just
the Dwarf. Otherwise the Dwarf must leave the map by the shortest route and the player
stays in the Death Quest with the Berserker.
If the Berserker dies and receives a 3 result on the Death Quest Table, the player must
continue playing The Dwarfs Adventure with just the Dwarf.
If instead the Dwarf is killed and receives a 3 result, the Berserker cannot win The
Dwarfs Adventure alone. The players only remaining chance to win would be if the Ber-
serker died and received a result of 1 or 2 on the Death Quest Table.
If the teamwork Quest was being played by a team of players, and the killed character received a result of
1 or less, the other players must try to win using the remaining characters in the teamwork Quest. If
such a win is no longer possible the other players cannot win the game except by taking a chance on the
Death Quest Table with their characters. Characters who receive a result of 1 or less on the Death Quest
Table are no longer a part of any team.

NOTES: Players will not have to look too deeply to find the flavors of their favorite old zombie movies and Charles
Dickens A Christmas Carol in this Quest. We wrote the Death Quest after deciding that players reentering
the game using Rule Q5.4 were using the advantages of hindsight to win much too often. An incidental
advantage to using the Death Quest is that teamwork Quests are now much more realistic. A team that
loses a character may have to try to carry on without him.

(new: 11/90, revised: 4/11)

Page Q96
66. The Quest of the Fugitive

The Quest of the Fugitive


KILL AN ENEMY STORY ALTERNATIVE

There seemed to be nothing wrong when you returned home on that fateful day. But in the back of your mind,
a warning bell began to sound. You found the living room in disarray, as if a struggle had taken place. Some of
your most prized possessions were gone. Frantically, you bolted the stairs to the bedroom, flung open the door,
to find your beloved spouse lying dead in a pool of blood, a grisly dagger on the floor.
A movement out of the corner of your eye made you turn quickly toward the window and there, with an evil
smile on his face was the villain who had performed the murderous deed; a one-armed Troll, carrying a large bag
filled with your belongings. Dumbfounded, you were unable to react. The menacing Troll leered at you for what
seemed an eternity, then leapt from the window and was gone. Turning toward your spouse, you took the murder
weapon from the floor. Your timing was not fortunate as at that moment, the leader of the Patrol burst into the
room. By the look in his eyes, you knew he was acting as judge, jury, and executioner. The evidence was all too
clear. You, an innocent and decent citizen of the Magic Realm, now accused of murder.
Leaping from the window you managed to escape for the moment, but now you are on the run, motivated by
revenge to seek vengeance for the murder of your mate, but constantly in fear of the pursuers who seek to pun-
ish you for a crime you did not commit. To succeed in this Quest, you must find and destroy the one-armed Troll,
and open the Vault he guards to reveal the evidence that will clear your name.

PEACEABLE: You may not attack any unhired native groups while on this Quest. If a native group chooses to
attack you (Battle result on the Meeting Table), you may fight them normally in that battle.

AND HE DIDNT HAVE TIME TO BRUSH HIS TEETH: Considering the circumstances under which you had
to leave, normal starting weapons and armor for the character you choose are ignored. You are armed only
with the dagger you normally keep in your belt. Fortunately, you also had 30 gold in your wallet. Magical
characters receive their normal complement of spells, but they may not have any color chits prepared at
the start of the game.

(continued on next page)

Page Q97
66. The Quest of the Fugitive

THEY ALWAYS GET THEIR MAN: The Patrol is the first group of natives that will pursue you. In Double Magic
Realm, you must designate which Patrol band you will be running from. This native band starts the game
at the Chapel. During the game, the natives that pursue you are treated as another player, taking their
turn in sequence, and their actions are controlled by a consensus of your opponents. Their presence will
trigger monsters. They can be blocked and attacked by monsters just like a regular player. Their sole pur-
pose is to apprehend you and bring you to justice.
The natives chasing you are all expert trackers, giving them the advantage of not having to write down
their move, similar in manner to a player who owns the Timeless Jewel. They are limited to using Basic
phases, however, because of the need to search out your trail. They can never use Sunlight or Sheltered
phases. The Patrol may use the extra Move phase gained from their workhorses.
Because of the native bands peculiar sense of urgency, they will not block other characters or attack them.
Other characters cannot trade with them until they complete their task. Because these natives are acting
as deputies of the law, characters (including you) are prohibited from attacking them or hiring them.
The pursuing band must always move together as a single unit and make steady progress towards you.
Although it is legal for them to move slowly or remain in place in the interest of their own safety, they are
not allowed to sit in one spot and wait for you to come to them. They must move towards you if they can
do so safely.
If the leader of the band is killed, the bands belongings remain on the Set Up Card.

TO HELL WITH DOUBLE JEOPARDY: Whenever a native band pursuing you is killed off, you escape from
prison, or you perform a heroic action while in the custody of a pursuing band, another band must be cho-
sen to serve as your pursuers. Bands are chosen in the order listed below:
1. Patrol The initial pursuers
2. Soldiers
3. Guard
4. Company
5. Order
The new band of native pursuers will begin their search for you at their normal starting location. If more
than one starting location is possible, your opponents will choose where they begin. Natives who have not
yet appeared on the map will appear automatically, regardless of the Monster Roll. Natives under hire to
another player cannot be used as pursuers.
In Double Magic Realm, when there are two possible bands of natives to be used, (two sets of Soldiers, two
sets of Guards, etc.), the native band to be used is chosen by your opponents. In addition, only one band
from each group may serve as pursuers during a game.
Example: If, in a game of Double Magic Realm, the original Patrol band pursuing you is
killed off, a band from the Soldiers would become your new pursuers. The other Patrol
band can never be selected to pursue you.
Thus, in either Standard or Double Magic Realm, there are a maximum of five possible bands of pursuers
that you may have to face in the course of the game.

(continued on next page)

Page Q98
66. The Quest of the Fugitive

BOOK EM, DANNO: To apprehend you, the pursuing native band must enter the clearing you are currently
in. If you are unhidden, you are immediately arrested and taken into their custody. If you are hidden, the
group must find hidden enemies to be able to arrest you. While under arrest you may only follow your
pursuers. Remember, you are a decent, law abiding citizen of the Magic Realm. You cannot resist arrest, but
must go with them peaceably.
All your possessions are taken from you and become the property of the group that caught you. All natives
under your hire at the time are immediately released from your employ and are returned to their starting
locations. You retain your dagger, your gold, and any companions you might have.

TAKE ME HOME, COUNTRY ROADS Once they apprehend you, they will proceed with you directly to the
nearest Dwelling, taking the route that is the shortest number of hex clearings away. They are no longer
limited to basic phases, but the only activities they may do are Hide and Move. They must move as swiftly
as possible.
If the native band apprehends you in the same clearing harboring the one-armed Troll, they will not arrest
you, and will allow you to do combat but will offer no help themselves. The next day under these condi-
tions, you must open the Vault as your first activity, or the native band will arrest you and carry you away
to justice with only half your Quest performed.

DR. KIMBLE, WHAT A GUY! If, on the way to the nearest Dwelling (where the hangmans noose awaits), you
and the band are blocked and do battle with monsters, the relationship with your captors will change. By
combining your attacks with theirs (using the dagger you have cleverly kept concealed in your tunic or
any spells that you know), the native band you are with will see your heroic actions as proof of your inno-
cence and release you once combat is over and, of course, if you survive.
You may handle combat rounds any way you wish, using the natives in any way you see fit. During combat
(only while under arrest), your move and attack times are one less than normal, due to your inspiration to
prove your innocence. The native band, (or whats left of it), will immediately return to their starting loca-
tion. If you are the only survivor of combat, you are, of course, no longer under arrest.
Unfortunately, while you have convinced your captors that you are innocent, the rest of the world remains
unconvinced. Another native band will immediately begin to pursue you (see To Hell With Double Jeop-
ardy).

HANG DOWN YOUR HEAD, TOM DOOLEY If the natives who have captured you do manage to bring you
back to the nearest Dwelling, you are tossed into prison. Roll one die at Midnight. The number rolled is
the number of days you have remaining before your execution. (Each day skipped because of bad weather
delays your execution one day). The native band that apprehended you will immediately return to their
starting location.

THE PRISONER: While you are in prison you do not draw Event Cards, do not summon prowling denizens, may
not attack or be attacked, and may do nothing except the Rest activity.

(continued on next page)

Page Q99
66. The Quest of the Fugitive

COLONEL KLINK, WHERE ARE YOU WHEN I NEED YOU? At Evening of each day in prison, roll two dice.
If either die turns up a 6, you have managed to escape and can resume your Quest. You immediately
run from the clearing in any direction (Special: any companions you have will run away with you.) If you
do escape, a native band will once again pursue you (see To Hell With Double Jeopardy). If the bands
normal starting location is the same as the Dwelling you just escaped from, or your opponents in the game
had the opportunity and were nasty enough to begin them there, you get a two day head start (do not
count days skipped because of bad weather). If, however, you fail to escape, at Midnight of the day of your
execution, the hangmans noose will end your characters life.

THE ONE-ARMED TROLL: The heinous villain who murdered your spouse is the Tremendous Troll guarding the
Vault. In Double Magic Realm you must designate which Troll is the murderer before the start of play. Any
weapon/armor counters that your character normally starts the game with must be added to the top of the
Vaults treasure pile before the game begins. This Tremendous Troll is always prowling and will regenerate
each week until you destroy him, after which time he will revert to being a normal Troll. Any natives you
have hired, or any weapon you have purchased or acquired may be used against him.

EVIL INTELLIGENCE: The one-armed Troll possesses an evil intelligence. He uses this evil intelligence to over-
come his physical disability, so his attack and move values are unaffected. In addition, at Sunset, he uses
this evil intelligence to cause all hidden individuals in his clearing to become unhidden.

CLEARING YOUR NAME: When you succeed in opening the Vault you have cleared your name. Any native
band pursuing you immediately returns to its starting location. You will not be pursued again for the
remainder of the game.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed
by another character, your Notoriety value is 10. In addition, since the peoples of the Magic Realm believe
spouse killing to be one of the most horrible crimes imaginable, a character who kills you before you are
able to open the Vault also gains 10 Fame points.

NOTES: If you dont recognize the inspiration for this Quest, the games you should be playing are probably
made by Fisher-Price. Quest designed by Mike Decker. (Scribes note: This Quest was written by someone who
watched way too much television as a child. Parents of young children take heed!)

(new: 11/90, revised: 12/02)

Page Q100
67. Travels of the Elf

Travels of the Elf


TRADITIONAL EXPLORATION

You have journeyed far from your home forests, exploring the world in which you live. The love of the woods
shared by every Elf is particularly strong in you. Your goal is to gain as much woods knowledge as you can. To
succeed in this Quest you must obtain 120 points of Fame and 40 points of Notoriety.

ELF ONLY: The Elf is the only character allowed to play this Quest.
EXPLORING A DEEP WOODS TILE: If you succeed in executing a Search phase in each of the six clearings
of a Deep Woods tile you gain Fame and Notoriety. In Standard Magic Realm you receive 36 points of each,
and in Double Magic Realm you receive 24 points. These points may be scored only once per game for each
Deep Woods tile.

EXPLORING A REGULAR WOODS TILE: If you succeed in executing a Search phase in each of the three
clearings of a regular Woods tile you gain Fame and Notoriety. In Standard Magic Realm you receive 12
points of each, and in Double Magic Realm you receive 8 points. These points may be scored only once per
game for each Woods tile.

GUARDIAN OF THE WOODS: Monsters may not be counted for Fame and Notoriety points unless they are
killed in a Woods tile.

(continued on next page)

Page Q101
67. Travels of the Elf

RANDOM ROMANCE: When you end a turn in a Dwelling, roll two dice on the table below at Midnight. Use the
higher of the two rolls and follow the directions for any result you get.

ROLL RESULT
1 In Love with a Mortal
2 In Love with a Mortal
3 True Love
4 Encounter Travelling Elves
5 no effect
6 no effect

I N LOVE WITH A MORTAL: The impossible has happened: you have fallen in love with a human woman!
She is a minor character and will follow you the rest of the game. It is a heart-rending event, this merg-
ing of the two races. She cannot become an Elf, so the price of your love is that you must become a
mortal human. Remove your six Magic chits as permanent wounds. You can no longer use the Elusive-
ness Special Advantage. You gain one level of friendship with the Rogues, but lose one level with the
Woodfolk and the Order. You also gain 30 points of both Fame and Notoriety. You may not roll again on
the Random Romance Table for the remainder of the game.
T RUE LOVE: At last you have found the elf-lady of your dreams! She is a minor character and will follow
you the rest of the game. Roll one die on the table below to see how she aids you on your Quest. You
may not roll again on the Random Romance Table for the remainder of the game.

ROLL TRUE LOVES AID


1 or 2 Learn any Type III spell
3 or 4 Learn any Type VII spell
5 or 6 You have a source of Gold magic (enchanted card rules apply)

E NCOUNTER TRAVELLING ELVES: You meet a band of travelling Elves and spend the day in their company.
You may not leave the Dwelling on your next turn except by running away during combat. At the end of
that turn, if you have not run away, you may draw an Event Card twice.

(continued on next page)

Page Q102
67. Travels of the Elf

ADDITIONAL SPELLS: You may choose your starting spells from the ones in the following list as well as from
those in the List Of Spells. These spells are not available to the other characters in the game.

ESTABLISH WARDS (III/GOLD), the spellcasters hex tile, Day: The spellcaster automati-
cally finds hidden enemies for any individuals who execute a phase in the target hex tile.

SPEAK TO BEAST (III/GOLD), one Medium or Heavy uncontrolled monster, Instant: The
spellcaster links his mind with that of the target and wills the beast to withdraw. The target
immediately regenerates.

OPEN LOCKED DOOR (VII/any), VAULT or CRYPT OF THE KNIGHT, Day: The spellcaster can
loot the target treasure site. This spell will keep the Crypt Of The Knight open throughout
the spellcasters turn. He does not need to cast it once for each Loot roll. This spell opens
the Vault permanently.

UNEARTHLY SPEED (VII/PURPLE), one character, Day: The target character can record and
do two extra Move activities during his turn.

FAME & NOTORIETY: The Elf records Fame and Notoriety normally, observing the restrictions of Guardian of
the Woods for killed monsters. The Elf cannot earn the additional bounty points provided by optional
Rule Q5.9.

AT START: warhorse, Light or Medium weapon/armor counter (excluding Bows)


or workhorse, Light or Medium weapon/armor counter, Wolfhound
or Light or Medium weapon/armor counter, Heavy non-flying Dragon, Wolfhound
or 2 weapon/armor counters
or warhorse, 1 spell
or workhorse, Wolfhound, 2 spells
or Heavy non-flying Dragon, Wolfhound, 2 spells
or Heavy non-flying Dragon, 3 spells
or Wolfhound, 3 spells
or 4 spells

NOTES: Careful Quest selection allows weaker characters to compete successfully with the stronger ones, thereby
eliminating the need for optional Rule 10.A.6 Optional Abilities. The Elf, however, has been a problem. He
has enjoyed an unusual amount of success in the Quest system. This Quest was written as an alternative
to using the penalties of the Optional Abilities rule. The intent is to create an adventure for the Elf that is
both appealing and difficult.

(new: 12/90, revised: 12/02)

Page Q103
68. One Who Walks Among Us

One Who Walks Among Us


SPECIAL ABILITY ALTERNATIVE

There are many tales told of beings from a higher plane of existence disguising themselves to walk unnoticed
through the world. You are one such being, offering secret assistance and shaping events towards some purpose
known only to you. To succeed in this Quest you must obtain 65 Influence points.

REQUIRED RULES: This Quest requires the use of optional Rule Q5.1 Event Cards. If this rule is not being used,
this Quest may not be selected for play.

PEACEABLE: You may not attack any unhired native groups while on this Quest. If a native group chooses to
attack you (Battle result on the Meeting Table), you may fight them normally in that battle.

INFLUENCE POINTS: You obtain Influence points by playing Event Cards and visiting Dwellings. Record Influ-
ence points on your Personal History sheet in the same manner as Fame or Notoriety points.

MYSTERIOUS POWERS: You may draw one Event Card every day at Midnight, even if you are not at a Dwell-
ing. You must immediately discard any Bad Luck Event Card that you draw.

SHAPING EVENTS: You gain 1 Influence point for each Random Event Card you play.
SECRET ASSISTANCE: You gain 2 Influence points for each Good Luck Event Card you play. You can play Good
Luck cards only on the other characters in the game, never on your own character. A character you play a
Good Luck card on does not have to be in your clearing. You cannot play an Event Card unless the player
you play it on can actually make use of it.
Examples: If a player attempts to Hide and succeeds, you cannot play card 102, A Second
Chance, on him. If a player does the Search activity, you cannot play card 105, Hidden
Path Revealed, on him unless there is a hidden path in that clearing that the character
does not have as a discovery. If there is such a hidden path, you may play the card. The
player must then find the path as the result of his Search activity, even if he was hoping
to search for something else. You cannot play card 110, Renewed Strength, on a character
unless that character has at least four asterisks fatigued.
A player has the right to refuse Event Cards 103, Escape, 108, Wander, and 109, Forced March. If refused,
you may keep the card for future use. If a player does not refuse the Forced March card he must execute at
least one extra Move phase on the following turn.

MANIPULATING THE MASSES: You gain Influence points each time you spend an entire turn in a Dwelling.
In Standard Magic Realm you gain 7 Influence points per Dwelling, and in Double Magic Realm you gain 5.
You may obtain these points only once per game for each Dwelling.

(continued on next page)

Page Q104
68. One Who Walks Among Us

LAYING THE GROUNDWORK: Even a powerful being such as yourself has trouble influencing people if you
are not in contact with them. Therefore, you cannot use the Fly activity until you have scored at least 45
Influence points.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed
your Notoriety value is 10.

AT START: Light or Medium weapon/armor counter (excluding Bows)


or 1 companion
or 1 spell
or 10 gold

(new: 12/90, revised: 12/02)

Page Q105
69. The White Knights Adventure

The White Knights Adventure


TRADITIONAL TEAMWORK

As a member of the Riders of the White, it is your duty to destroy the Dragons that afflict the land, wherever
they may be found. You set out upon your latest campaign with a heavy heart, for it was a tearful farewell that
your betrothed bid you. She stood alone upon a high battlement of the Riders castle to watch you gallop away.
She will return there each day, to watch and pray for your safe return. During your journey you are befriended
by another hardy adventurer, who joins you on your Quest. To succeed in this Quest the White Knight must
obtain two Great Treasures, 60 points of Fame, and 80 points of Notoriety.

TEAMWORK: This Quest requires the use of two characters, as explained in Rule Q1.11. One of the characters
chosen must be the White Knight. The two characters must start in separate locations. The starting loca-
tion of the White Knight is chosen normally, but the second character starts in a building chosen by the
other players in the game, after the White Knights character counter has been placed on the map.

TALLYING THE TOTALS: Only the White Knight can earn Fame and Notoriety points. The White Knight can
also earn Fame and Notoriety points from the actions of the second character as noted in Rule 8.7.3, but
only for actions that occur after they have ended a day together in the same clearing. For scoring purposes
only, the second character is considered a hired leader.

SLAYER OF DRAGONS: The only monsters that may be counted for Fame and Notoriety are Dragons, and any
monsters killed in a clearing containing a Hoard or Lair. Ignore all other killed monsters when figuring
bounty point multiples. When the White Knight personally kills a Dragon, he receives double the usual
number of bounty points.

INTO THE DRAGONS DEN: One of the Great Treasures required for victory must be looted from a Hoard or
Lair.

(continued on next page)

Page Q106
69. The White Knights Adventure

RANDOM ENCOUNTER: When the White Knight ends a turn in a Dwelling, roll two dice on the table below at
Midnight. Use the higher of the two rolls and follow the directions for any result you get. Only the White
Knight can be affected by a Random Encounter.

ROLL RESULT
1 Great Blessing
2 Great Blessing
3 Small Blessing
4 A Gently Broken Heart
5 no effect
6 no effect

G
 REAT BLESSING: You deliver your sword to an aged blacksmith to be cleaned and sharpened. When you
return later to pick up the sword, you find that the blacksmith has disappeared. His shop is in ruins,
and you are told that no blacksmith has worked there in many years. As you enter the debris-cluttered
shop, you see your sword shining brightly atop a broken table. Picking it up, you discover that it has
been enchanted! Roll one die on the table below to determine the nature of the enchantment. You may
not roll again on the Random Encounter Table for the remainder of the game. You must have a sword in
order to receive a Great Blessing.

ROLL SWORDS ENCHANTMENT


1 Source of White magic (Enchanted card rules apply)
2 Always shift attack to intercept target
3 Ignore asterisks on Fight chits
4 Always use alerted side
5 Two extra sharpness stars
6 One extra sharpness star

S MALL BLESSING: The prayers of your betrothed are heard. You may, at any future point in the game,
roll once on the Wishes Table. That wish will be granted immediately. There is no limit to the number of
Small Blessings that you may receive during the course of the game.
A
 GENTLY BROKEN HEART: A noble lady of the Dwelling falls deeply in love with you and declares herself
to you. Alas, as your own betrothed awaits you at the end of your Quest, the ladys love cannot be recip-
rocated. Your gentleness and kindness cannot ease the ladys bitter disappointment. Lose five points of
Fame.

(continued on next page)

Page Q107
69. The White Knights Adventure

FAME & NOTORIETY: Only the White Knight records Fame and Notoriety. Ignore Rule Q5.9; additional bounty
points cannot be earned for discoveries and Treks. The second character has a Notoriety value of 30 if
killed.

AT START: warhorse
or workhorse, Light or Medium weapon/armor counter
or workhorse, 2 spells

NOTES: This is another modification of Quest for Adventure, rewritten this time especially for the White
Knight (see also The Dwarfs Adventure). The Random Romance Table receives a name change to reflect
its varied content, becoming the Random Encounter Table.

(new: 1/91, revised: 12/02)

Page Q108
70. The Gifted Child

The Gifted Child


SPECIAL ABILITY STORY ALTERNATIVE

Deep in the forests of the Magic Realm a young orphan girl is found to possess disturbing powers of prophecy.
Rumors of her abilities quickly circulate throughout the land, drawing the attention of those who would use the
child for their own evil purposes. A beautiful, mystical warrior enters the Magic Realm, sworn to bring the child
to a place of safety. There she will be taught to use her gift for the benefit of all people. To succeed in this Quest
you must find this Gifted Child and escort her to the Chapel.

AMAZON ONLY: The Amazon is the only character allowed to play this Quest.
MYSTIC RENEWAL: During any turn in which you record only Rest phases, you may record and do two extra
Rest phases.

SHAPESHIFTING: You have the ability to transmorphize into the form of a Panther. You may shapeshift at the
start of your turn during Daylight by wounding four of your action chits. Shapeshifting does not need to
be recorded in advance, and may be done any number of times during a game. All your recorded GOLD and
belongings, except horses, transmorphize with you when you take the Panther form.
When in the form of the Panther you may use walking the woods. You must abandon your horses when
you move as a Panther. You may carry Medium weight.
You automatically transmorphize back into the Amazon at the start of your clearings turn during Evening.
Thus you can never engage in combat as a Panther.

THE GIFTED CHILD: The Gifted Child is a minor character. She begins the game at the Small campfire. In Dou-
ble Magic Realm she begins at the Small campfire belonging to the same game set as your starting location.
She will begin following you when you are present at her campfire during Evening, or when you rescue her.
You cannot shapeshift into a Panther while you are guiding the Gifted Child.
She will leave you when you end a turn at the Chapel. In Double Magic Realm this Chapel must be the one
belonging to the same game set as your starting location.

POWERS OF PROPHECY: While the Gifted Child follows you, she will cast the Prophecy spell on you every day.
She does not require the presence of any color magic to do this. The Gifted Child never has any effect on
the other characters in the game.

(continued on next page)

Page Q109
70. The Gifted Child

THE EVIL TRACKERS: When you select this Quest your opponents must immediately choose three Bashkars to
serve as the Evil Trackers. Any group member, except the leader, may be selected. Set their horses aside,
out of play. The Evil Trackers begin the game at the Guard house. In Double Magic Realm they begin at the
Guard house belonging to the same game set as your starting location.
During the game, the Evil Trackers are treated as another player, taking their turn in sequence, and their
actions are controlled by a consensus of your opponents. Their presence will summon monsters, natives,
and visitors. They can be blocked and attacked by monsters just like a regular player. They cannot be hired,
and cannot block or attack any character other than you (they will always attack you). They cannot run
away from combat. If killed, they may later regenerate as normal Bashkars (with their horses).
The Evil Trackers must always move together as a unit. They do not have to write down their move in
advance. Instead, they move in the same manner as a player who has the Timeless Jewel activated. They
are limited to using basic phases (they can never use sunlight or sheltered phases) plus one extra Hide
phase per turn. They can enchant a hex by doing two Enchant phases during a turn, but they cannot sup-
ply color magic or cast spells.
The Evil Trackers begin the game knowing all the hidden paths and secret passages on the map. They will
never share this information with any other character, although characters may spy on them.

A PROFANE SACRIFICE: If the Gifted Child and the Evil Trackers are together in the same clearing at Mid-
night, and the Gifted Child is not following you and is not in a Chapel, the Evil Trackers will capture her.
She must then follow them until she is rescued by you. You can rescue her by killing the Evil Trackers.
If the Evil Trackers succeed in escorting the Gifted Child to the Altar, she will be sacrificed at Midnight. If
this occurs you immediately fail this Quest and are removed from the game along with all your belongings.
The Evil Trackers are also removed from the game at this time, and may regenerate as normal Bashkars. In
Double Magic Realm the Altar must be the one belonging to the same game set as your starting location.

PROWLING DEMONS: Demons are always prowling and will regenerate at the end of each week. This is in
addition to the regular Monster Roll, which is made normally. Demons will never block or attack the Evil
Trackers. Demons will prowl and regenerate normally once the Gifted Child has been sacrificed. Peace With
Nature, whether used as a spell or as the Druids Special Advantage, will not prevent Demons from appear-
ing on the map until the Gifted Child has been sacrificed.

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Page Q110
70. The Gifted Child

RANDOM ENCOUNTER: When you end a turn in a Dwelling, roll two dice on the table below at Midnight. Use
the higher of the two rolls and follow the directions for any result you get.

ROLL RESULT
1 Phantom Swordsman
2 Phantom Swordsman
3 Lecherous Assault
4 Spiritual Intervention
5 no effect
6 no effect

P HANTOM SWORDSMAN: A mysterious swordsman appears to challenge you to a duel. Temporarily bor-
row any Great Swordsman counter. Immediately begin a new set of combat rounds between yourself and
the Great Swordsman. You are unhidden, and no one else in the clearing may participate in any way.
If you succeed in killing the Great Swordsman a deep voice speaks: You have studied well, daughter,
and have become powerful indeed. Receive now a weapon suited to your strength. Well did it serve
those who wielded it in ages past; well will it serve you in your hour of need! The Great Swordsmans
body disappears in a shower of sparks and a gleaming weapon appears in his place. Take a Broadsword
from the Set Up Card. This is an enchanted sword; when using it your attack will always shift to inter-
cept your target.
If you fail to kill the Great Swordsman there is no effect.
 eturn the Great Swordsman counter. Regardless of the outcome of the battle, you may not roll again
R
on the Random Encounter table for the remainder of the game.
L ECHEROUS ASSAULT: A scruffy band of male drifters assaults you, mistakenly thinking that you can be
easily disarmed. You defeat them in a rousing, and very one-sided, battle. Roll two dice and add them
together. The total is the number of asterisks you must fatigue as a result of the battle. There is no
additional penalty if you do not have enough asterisks in play to meet the total rolled. You also gain
gold equal to the total of the dice, gathered from the belongings the drifters cast aside as they ran away
from you.
S PIRITUAL INTERVENTION: As you sleep, a spirit appears to you to aid you in your Quest. You may, at any
future point in the game, choose a wish from the Wishes Table. That wish will be granted immediately.
Only one wish will be granted in a game; treat this result as no effect if you roll it again. You may not
select I wish I were elsewhere, I wish you were elsewhere, or I wish for peace as your wish.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed,
your Notoriety value is 30.

NOTES: This Quest was inspired by the low budget exploitation movie Rollerblade Warriors, which featured scant-
ily clad sword-slinging females roller-skating across a post-apocalypse desert. Although such films often
seem a shameful waste of talent and resources, many of their plots contain sufficiently interesting ideas
that one wishes the filmmakers had taken the time and effort to make a good film. Lacking the resources
to make a good film of our own, well settle for making a good Quest. The Quest closely follows the movies
plot, the major change being the substitution of shapeshifting for those ludicrous roller-skates.

(new: 3/91, revised: 4/03)

Page Q111
71. The Return of the Dragon-Rider

The Return of the


Dragon-Rider
TRADITIONAL SPECIAL COMPANION SPECIAL ABILITY

Once again you take to the skies of the Magic Realm, this time with your terrified squire flying alongside for
support. As one of the legendary Dragon-Riders, those eccentric Knights of the sky, you are obligated by your
Dragon-vows to perform heroic deeds to be remembered through the ages in song and story. After mucking up
matters badly in your first outing, you are now more determined than ever to accomplish great things. To suc-
ceed in this Quest you must obtain three Great Treasures, 90 points of Fame, and 90 points of Notoriety.

YOUR TERRIFIED SQUIRE: You may take one of the Lancers as a companion, regardless of your trading rela-
tionship with them. This companion represents your Squire. If killed, he can regenerate as a normal native.
The Lancers horse remains out of play while he is your Squire. Your Squires attack time is increased by one
if he rides a Dragon during combat. (Hes afraid of heights.)

DRAGON-RIDER: You cannot be attacked by any Dragon, nor may you attack them. Dragons will, however,
block you if you are unhidden in their clearing (in greeting, not attack). During a battle, any uncontrolled
Dragons present in your clearing will temporarily join you and fight as though they were your hired
natives. (Thus, if you wish, your mere presence could prevent any Dragons from attacking other characters
in your clearing.) You may never loot a Dragon treasure location; if you are present in such a location
while someone else is looting it, you must engage them in combat (you cannot run away) or immediately
fail this Quest!

YOUR MOUNTS: You start the game with two Heavy Flying Dragons as your companions. Whenever you and
the Dragons wish to leave one hex tile and enter another, you must ride the Dragons and fly. If you do not
leave your present hex tile during your turn you may either move normally (the Dragons follow you) or
fly. You and your Squire may ride Dragons during combat if you wish, and the Dragons will still get their
attacks. If a Dragon is killed you cannot obtain a replacement, as it takes a long time to train one.
Normally you and your Squire will each be riding a separate Dragon. Should one Dragon be killed, the two
of you may ride together on the remaining Dragon. When a single Dragon is carrying both of you, you may
execute only one Fly phase per day. In addition, if you are both riding a single Dragon during combat, the
Dragon does not make any attack of its own.

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Page Q112
71. The Return of the Dragon-Rider

A DIFFERENCE OF OPINION: The Knights of the Order are your Enemies. They dont like Dragons! You cannot
do any trading with a character who has any of the Order as hired natives. If a Knight of the Order (hired
or not) is in your clearing during Evening, you must engage him in combat (you cannot run away) or
immediately fail this Quest! Exception: You are not required to engage the Knights of the Order in combat
when you are in the Chapel, although they might attack you at the end of the day.

FAILING THE QUEST: Should you (for shame!) immediately fail this Quest, you and all your belongings are
removed from the map and remain out of play for the remainder of the game. You may not reenter the
game with another character.

FAME & NOTORIETY: You record Fame and Notoriety normally. You cannot take the Quest campaign chit.

AT START: weapon/armor counter


or Light or Medium weapon/armor counter (excluding Bows), 20 gold
or 3 spells
or 2 spells, 10 gold
or 1 spell, 20 gold
or 30 gold

NOTES: This is a sequel to The Dragon-Rider (#24).


(new: 4/91)

Page Q113
72. Fortress in the Clouds

Fortress in the Clouds


SPECIAL COMPANION SPECIAL ABILITY STORY ALTERNATIVE

On a high mountaintop stands a massive Fortress, maintained by the Soldiers as a final refuge in time of war. No
one knows who built the Fortress; it had long been abandoned when the Soldiers discovered it. The useless main
gate lies in twisted ruins, a grim memorial to some titanic battle of the past.
Only the Dwarves retain the skill and knowledge needed to rebuild such a gate. The Soldiers, fearing that war
may soon be upon them, have hired you to do the job. To succeed in this Quest you must repair the gate of the
Fortress and obtain 90 points of gold.

DWARF ONLY: The Dwarf is the only character allowed to play this Quest.
KINFOLK: Your kinfolk are Dwarves who may assist you in repairing the gate of the Fortress. They are repre-
sented by Great Axemen from the Rogues. When you select this Quest your opponents must immediately
position your kinfolk on the map, placing each one in any cave clearing that connects via roadway to the
Borderland. Only one kinfolk may be placed in a hex tile. They may not be placed in adjacent hex tiles
unless no alternative exists. In Standard Magic Realm there are two kinfolk, and in Double Magic Realm
there are four.
Whenever you end a turn in a clearing containing a kinfolk, he immediately joins you as a companion. A
kinfolk that is not yet your companion is dormant and may not block, attack, or be attacked.
In combat, their attack times are always increased by two. Their maneuver times are increased by one
unless they Duck & Smash. When they Duck & Smash their maneuver times are decreased by one. They
are armored targets. If killed, they may regenerate as normal Great Axemen.

CUSTOMER RESPECT: The Soldiers are Friendly to you. You may not hire any Soldiers during the course of the
game.

THE SOLDIERS FORTRESS: When the Dwellings are revealed on the map, place an unused counter in the
mountain clearing closest to the House. This counter represents the Fortress of the Soldiers. All Dwelling
and building rules apply. The Soldiers will begin the game at the Fortress, instead of at the House. Members
of this band appear at the Fortress when they regenerate. This band of Soldiers cannot be hired by any
character until after you have repaired the gate.
In Double Magic Realm, there is only one Fortress. Before revealing the Dwellings on the map, you must
choose which House the Fortress will be placed by. The band of Soldiers at that House will begin the game
at the Fortress. The other band will begin at their House, as normal, and may be hired by the other char-
acters.

A SAFE HAVEN: Sound chits and Site chits that would normally be placed in the clearing containing the For-
tress are placed in clearing 3 instead. Uncontrolled monsters may never enter the clearing containing the
Fortress. If required to do so, they are also placed into clearing 3.

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Page Q114
72. Fortress in the Clouds

THE SECRET MINERAL: You must end a turn in a clearing containing a Lost City chit before you may repair
the gate. There you will find the Secret Mineral necessary for the repair of the gate. You do not need to
locate the Lost City chit.

REPAIRING THE GATE: Once you have the Secret Mineral and arrive at the Fortress you may begin the work
of repairing the gate.
If you have two or more kinfolk helping you, it will take one day to repair the gate.
If you have only one kinfolk helping you, it will take three days to repair the gate.
If you have no kinfolk with you, it will take seven days to repair the gate.
You must spend the entire day at the Fortress, doing no activities or phases whatsoever, for it to count as
a day spent repairing the gate. Days skipped because of bad weather do not count.

THE PAYOFF: As soon as the gate is repaired, you will receive a payment of 100 gold.
IMPREGNABLE WALLS: Once the gate is repaired, the Fortress clearing will have two separate locations:
inside the walls and outside the walls. Combat in the clearing is resolved in each location as if it were a
separate clearing. Individuals in one location cannot participate or be affected by combat occurring in the
other location.
Uncontrolled Soldiers are always inside the Fortress unless they receive a Battle result on the Meeting
Table. A Battle result forces them to move outside the walls to engage the indicated characters in com-
bat.
Characters who are Friendly or Ally to the Soldiers may choose to be either inside or outside the walls at
the start of Evening. Their companions and hired natives may accompany them. Characters with a trading
relationship of Neutral or less to the Soldiers are never allowed inside the walls.
The walls never prevent any character from doing the Hire or Trade activities with the Soldiers.

SMITHERY: You may repair your damaged armor counters whenever you are in a Dwelling at Midnight. You may
also repair damaged armor counters belonging to other characters in the same clearing if you wish. There is
no cost to you to do this. You may repair any number of armor counters per day. You cannot repair armor
if you spent the day working on the gate of the Fortress.

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Page Q115
72. Fortress in the Clouds

RANDOM ENCOUNTER: When you end a turn in a cave clearing, roll two dice on the table below at Midnight.
Use the higher of the two rolls and follow the directions for any result you get.

ROLL RESULT
1 True Love
2 True Love
3 A Discovery
4 Sense Danger
5 no effect
6 no effect

T RUE LOVE: Deep under the earth you encounter a solitary explorer: a dwarf-lady! She is a minor char-
acter and will follow you the rest of the game. She proves to be a master at negotiating caves. Each time
you are in a cave clearing during Birdsong, you may record an extra phase to do any normal activity.
You must be in the clearing when you start the phase or the activity is cancelled. You may not roll again
on the Random Encounter Table for the remainder of the game.
A
 DISCOVERY: A momentary sparkle catches your eye. Rushing to the site, you dig into the rock and
soon discover a rich vein of precious metal! You set about hiding the vein and making a map so that
you may return at a later date. You may not leave the cave clearing on your next turn except by run-
ning away during combat. At the end of that turn, if you have not run away, roll one die and receive
that amount of gold.
S ENSE DANGER: You sense something suspicious about the cave. You may record and do one extra Alert
activity on your next turn.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed,
your Notoriety value is 20.

NOTES: This Quest was inspired by Cherilyn Youngs suggested Smithery Special Advantage for the Dwarf. Its
development drew upon J. R. R. Tolkiens description of Dwarves and their works.

(new: 4/91, revised: 4/92)

Page Q116
73. Opposites

Opposites
TRADITIONAL TEAMWORK

Fate throws together two wandering adventurers. They become fast friends, in spite of their differing outlooks
on life. To succeed in this Quest one character must obtain 30 points of Fame and have more Fame than Noto-
riety. The other character must obtain 30 points of Notoriety and have more Notoriety than Fame. In addition,
they must together obtain one Great Treasure. The Quest cannot be concluded while either character has a nega-
tive Fame or Notoriety total. (Your characters do not have to choose which bounty points requirement they will
fulfill until you conclude your Quest.)

REQUIRED RULES: This Quest requires the use of optional Rule Q5.9 Additional Bounty Points for Discoveries
and Treks. If this rule is not being used, this Quest may not be selected for play.

TEAMWORK: This Quest requires the use of two characters, as explained in Rule Q1.11.
DEVELOPMENT: Each character in this Quest plays at their second level of development, as explained in Rule
Q1.10. They each receive the following bonus:
extra Move phase

POCKET CHANGE: The two characters, pooling their resources, find that they have a total of 10 gold between
them.

LIMITED INFLUENCE: If you are playing with the optional Event Cards, each character is limited to holding
only one Event Card instead of the normal three.

FAME & NOTORIETY: Each character records Fame and Notoriety normally.

NOTES: Although the multi-page story-based Quests can be quite fascinating, there should always be a place
for the simple Fame & Notoriety based Quest. Writing this Quest was an conscious attempt to get back to
basics a one page Quest with a unique twist. The original version featured a bonus points condition
to help the weak 2nd level characters compete; it worked so well that it was expanded and incorporated
directly into the Quest rules as optional Rule Q5.9.

(new: 4/91, revised: 12/02)

Page Q117
74. The Master of the Elements

The Master of the Elements


SPECIAL COMPANION SPECIAL ABILITY STORY ALTERNATIVE

The storm clouds gather in a blackening sky, their tops lit by infrequent flashes of ominous lightning. Trees bend
eerily in a moaning wind tinged with the smell of ozone and sulfur. The air seems thick and stagnant, difficult
to breathe, filled with foreboding. Out of the whirling Maelstrom gathering in the heavens you come, a cataclysm
borne by the wind.
Sent on your mission by some unknown and unspeakable power, your only means of defense against the terrors
of the Magic Realm are the very forces of nature herself. To succeed in this Quest you must summon the three
Vital Forces of the Elements, travel to a Crag-1 clearing, and there transform the entire Magic Realm into a world
of deep drifting snow and bone-chilling winds.

RANDOM DETERMINATION: Many times during this Quest, you will be asked to randomly determine the
direction of the prevailing winds, or the direction that the targets of some of your attacks will be hurled
out of a hex tile. Each time such a random determination must be made, number the sides of the hex tile
in question from one to six. The side of the tile which contains its name is always considered direction
number one, with the other sides following in clockwise order. Then roll one die. The number rolled will be
the direction determined.

YOUR ETHEREAL, WINGED MOUNT: Your mount is an ethereal, winged creature known as Moriah, not rep-
resented by a counter. Moriah flies with Heavy strength. It can never be attacked, nor does it ever join in
combat. You may, however, use Moriah to run away from combat. If you do so, you run away automatically;
no roll on the Stumble Table is necessary. If you run away and the prevailing winds blow you off the map
where there is no hex tile, you must land back in the tile you ran from on your next turn.
During Birdsong, but before you record your move, you must randomly determine the direction the prevail-
ing winds will be blowing that day. If you then choose to fly during your turn, Moriah will take you in only
that direction. Moriah can fly and land in the same hex. You may not fly by any other means during this
Quest.
If you choose to move without flying, Moriah will follow you. As a being composed primarily of air, it can
never be separated from you or killed. If you are killed, Moriah ceases to exist (unless you are using the
optional Death Quest).

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Page Q118
74. The Master of the Elements

COMBAT: Your only means of combat on this Quest is to call the very forces of nature to come to your aid. You
cannot take any weapons or armor your character is normally entitled to start with, nor can you acquire
any during the game. You do not even have a dagger. If you cast a spell you may only choose yourself as a
target (Exception: See Call Billowing Clouds of Fog below).
Although deadly, the forces of nature are dependent upon a variety of factors which make them difficult
to control. At the start of each encounter step, before opponents set horses, deploy minions, or perform
actions, roll one die and consult the table below. The number rolled determines the type of attack you can
perform in that round of combat.

ROLL FORCE OF NATURE ATTACK


1 Call Tornadic Attack
2 Call the Raging Torrent
3 Call Sheets of Flame
4 Call Blinding Light
5 Call Billowing Clouds of Fog
6 no effect

You may call the forces of nature in more than one combat round if you wish, but you must still roll the
die at the start of each encounter step to determine the type of attack you can perform.

COMBAT EFFECTS
C ALL TORNADIC ATTACK: Once called, a Tornadic Attack cancels all other attacks in the clearing regard-
less of weapon length or attack times. All unhidden Light and Medium monsters, natives, and characters
are instantly killed. A random determination die roll is made for each surviving uncontrolled monster,
native band, and character, and each is hurled into the adjacent hex tile indicated, landing immediately
in a randomly selected clearing.
If characters survive the initial results of the Tornadic Attack they are not separated from surviving
companions, hired natives, or their possessions. They all share the same die roll to determine which
direction they are hurled out of the hex, and the same die roll for landing. In the same way, surviving
native bands always are hurled out and land together. Monsters always roll separately.
Example: Two Heavy Dragons would have to make a total of at least four die rolls. One
each to determine which adjacent hex tile they would go to, and then one each to deter-
mine which hex tile clearing they would land in. If the White Knight had some hired
Knights of the Order with him, two die rolls would have to be made, one to determine the
direction, and then another for landing.
If a random determination die roll would place a denizen or character off the map, reroll until an
appropriate die roll is achieved. Characters who survive Tornadic Attacks always land hidden, but must
immediately suffer a serious wounds result (optional Rule 10.A.1), and all their armor is damaged.
Uncontrolled monsters hurled into an adjacent hex tile will be prowling every day until they are killed
or regenerated.
 ou also suffer from the effects of a Tornadic Attack. Although not wounded in any way, you are also
Y
hurled out of your present hex tile into a randomly determined adjacent one where you land hid-
den. You must fatigue four effort asterisks to call a Tornadic Attack, otherwise treat this result as no
effect.

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Page Q119
74. The Master of the Elements

C ALL THE RAGING TORRENT: The Raging Torrent cancels all other attacks regardless of weapon length or
attack times. All unhidden denizens and characters in the clearing are swept into one adjacent hex tile
determined randomly where they will all come to rest a single randomly selected clearing. Characters
come to rest hidden, but must discard two of their possessions which are removed from the game per-
manently. If they do not have possessions to discard, they suffer a wound for each possession they lack.
Uncontrolled monsters swept out of their original hex tile will prowl every day until they are killed or
regenerated.
(Note the difference between the Tornadic Attack and Raging Torrent. Targets of a Tornadic Attack could
be hurled into any one of the six surrounding hex tiles adjacent to the target hex tile where they could
land in any number of clearings. The Raging Torrent sweeps the target group en masse into one adjacent
hex tile where they all come to rest in the same clearing.)
 ou are not immune to the effects of the Raging Torrent. You are also swept out of the hex tile where
Y
combat took place, but you travel in the opposite direction of your targets, where you come to rest in
a random clearing, hidden. If this direction would take you off the map surface, determine the hex tile
you are swept into randomly, although you cannot end up in the same hex tile your targets did. You
must fatigue three effort asterisks to call a Raging Torrent, otherwise treat this result as no effect.
C ALL SHEETS OF FLAME: Sheets of Flame is a missile attack, rolled with two dice and no modifiers, for
each target. It inflicts Heavy damage and has an attack time of 3. It is always the longest weapon
and differs from a normal missile attack in that it attacks all unhidden targets in your clearing from
all directions simultaneously. Calling Sheets of Flame creates a Fight chit with two effort asterisks that
must be used in the round of combat in which it is created, after which it disappears.
C ALL BLINDING LIGHT: Blinding Light cancels all other attacks regardless of attack time or weapon
length. All occupants of the clearing where battle is taking place are temporarily blinded, unhidden or
not, and thus cannot make any attacks for the rest of the day. You are also blinded and cannot make
any other attacks. Put simply, if Call Blinding Light is your attack, combat in this clearing simply ends.
You must fatigue one effort asterisk to Call Blinding Light, otherwise treat this result as no effect.
C ALL BILLOWING CLOUDS OF FOG: Billowing Clouds of Fog is considered an Attack spell, cast with a
length of 18 and a completion time of 4. No color magic is required for its use. If cast successfully,
slower attacks or attack times that tie are cancelled. If cast successfully, all characters in that clearing
(including you) may immediately run away without playing a move chit. Billowing Clouds of Fog creates
a Magic chit with one effort asterisk which must be used in order to cast the spell, after which it will
disappear. If this spell is cancelled, treat this result as no effect.
N
 O EFFECT: Whatever else happens, you will not be making an attack this round of combat. You may
attempt to run away, but will do so normally, using Moriah or one of your own move chits. Other char-
acters in the clearing, however, have the option of running away without playing a move chit to do so,
regardless of whether uncontrolled denizens are present (youve attracted their attention). They may
also attempt to stop you from running away, or attack you in combat, knowing that you will not have
an attack in return. No effect does not take any effort asterisks.

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Page Q120
74. The Master of the Elements

SUMMONING THE THREE VITAL FORCES OF THE ELEMENTS


You may summon the Vital Forces of the Elements in any order you wish, but all must have been released
upon the Magic Realm before you may move to a Crag-1 clearing to try to change the weather. In Double
Magic Realm, the three Vital Forces of the Elements must be called from hex tiles belonging to the same
game set.

SUMMON THE WINDS OF THE HURRICANE: To summon the Winds of the Hurricane, you must end a turn
in a Mountain-6 clearing. If you are still present at Midnight and have no wounded or fatigued action
chits, the Winds of the Hurricane will erupt, affecting all occupants of the hex tile with the same results as
described for the Tornadic Attack.
These important exceptions must be noted: all occupants of the hex tile, not just the clearing you occupy,
become unhidden and are subject to the Winds of the Hurricane. Light and Medium denizens and charac-
ters are not killed. Characters do not have to suffer a serious wounds result upon landing and their armor
remains undamaged. You must fatigue seven effort asterisks.

SUMMON SUBTERRANEAN SURGE: To summon the Subterranean Surge you must end a turn in a Cave-6
clearing. If you are still present at Midnight and have no wounded or fatigued action chits, the Subter-
ranean Surge will leap forth, affecting all occupants in the hex tile with the same results as described for
the Raging Torrent Attack.
These important exceptions must be noted: all occupants of the hex tile, and not just the clearing you
occupy, become unhidden and are subject to the Surge. Characters do not have to permanently discard two
possessions or take wounds. You must fatigue seven effort asterisks.

SUMMON DESTRUCTIVE CONFLAGRATION: To summon the Destructive Conflagration, you must end a turn
in a Deep Woods-6 clearing. If you are still present at Midnight and have no wounded or fatigued action
chits, the Conflagration will unleash its fury, affecting all occupants in the hex tile with the same results
as described for the Sheets of Flame Attack.
These important exceptions must be noted: all occupants of the hex tile, and not just the clearing you
occupy, become unhidden and are subject to the Conflagration. You will not be affected by the Conflagra-
tion in any way, and will not be expected to play any newly created fight chit. You must fatigue seven
effort asterisks.

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Page Q121
74. The Master of the Elements

THE FINAL TASK:


JOURNEY TO CRAG-1 AND CHANGE THE WEATHER
After you have summoned the three Vital Elements, you must end a turn in any Crag-1 clearing. If you are
still present at Midnight and have no wounded or fatigued action chits, you transform the Magic Realm.
The weather begins to change and you fatigue all of your effort asterisks.
When the weather begins to change, a bone-chilling wind, mixed with snow, starts to blow in the Crag you
occupy. Each time a character (including you) ends a phase outside of a cave or dwelling in this bone-chill-
ing wind, he must fatigue one effort asterisk. This effect is cumulative with the normal seasonal weather.
Then, at Midnight of each following day, the hex tiles adjacent to those already affected by the bone-chill-
ing wind will also be affected, and so on each day at Midnight until the entire Magic Realms weather has
been changed. Once the weather begins to change, the process cannot be stopped or hindered in any way.
You cannot claim victory at your destination until the bone-chilling wind has spread throughout the entire
map.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed,
your Notoriety value is 10.

NOTES: Inspiration for this quest comes from a variety of sources, including The Lion, The Witch, and the Ward-
robe (C. S. Lewis), Rainbow Bright and the Color Meanies, and probably a few other vaguely interesting
stories at drift in my consciousness.
A note about the two most powerful attacks available to this character: although in the real world, we
might not be able to imagine a tornado or raging flood appearing instantly to do away with all our foes,
the amount of time expended by the player of this Quest must be thought of abstractly. Imagine if you
will, a dark figure, shrouded in a threatening mist, raising his hands while towering clouds begin to form
above him. Lightning booms and crackles. The fear and terror a character like this would generate would
give even the healthiest monster pause before they pursue their attack. Thus, while these two attacks do
not occur in real time before any other attacks can be made, the mechanics of the attack itself are best
illustrated in this fashion. Quest designed by Mike Decker.

(new: 6/91, revised: 4/92)

Page Q122
75. Travels of the Merchant

Travels of the Merchant


TRAVEL COMMERCE SPECIAL ABILITY ALTERNATIVE

In business, market share is everything. A successful trader, you set out into the Magic Realm laden with trea-
sures. Your hope is to spread your reputation as a trustworthy businessman all across the land (and turn a nice
profit in the process). To succeed in this Quest you must sell all of your Treasure cards and obtain 80 points of
gold. In addition, in Standard Magic Realm you must sell nine Treasure cards in the following manner: two trea-
sures each at four different buildings, and one treasure at a campfire; in Double Magic Realm you must sell nine
Treasure cards, one each at nine different Dwellings.

REQUIRED RULES: This Quest requires the use of optional Rule 10.D.2 Commerce. If this rule is not being
used, this Quest may not be selected for play.

PEACEABLE: You may not attack any unhired native groups while on this Quest. If a native group chooses to
attack you (Battle result on the Meeting Table), you may fight them normally in that battle.

NO LOOTING: Your character may never use the Loot Table or Magic Sight to obtain Treasure cards or counters
while on this Quest. As a businessman it would be unbecoming for you to be seen grubbing around in the
dirt like a common adventurer. This prohibition does not apply to any native leaders you may hire.

BARTER: You roll one die instead of two for all Trade die rolls.
EAGER CUSTOMERS: All native groups and visitors are Friendly to you except your Allies, who remain Allies.
TREASURE-LADEN: When you select this Quest, you may immediately draw the bottom Treasure card from
each of the following Set Up Card boxes: the Hoard, Lair, Pool, Cairns, Company, Woodfolk, Patrol, Lancers,
and Bashkars. You begin the game with these nine Treasure cards, and may keep each one secret from the
other players until you use or sell it. In Double Magic Realm these cards must all be drawn from the same
Set Up Card. You may never voluntarily abandon or give away a Treasure card, but you may use Potions
freely.

POTIONS: Using a Potion that was one of your nine original treasures does not reduce your victory requirement
of selling nine treasures, so youll have to obtain a replacement treasure for that Potion or you wont be
able to fulfill your Quest. You can obtain additional Potions during the game, and use them normally, but
all Potions must be used or sold before you can fulfill your Quest.

SPREADING YOUR REPUTATION: You must be at a Dwelling to sell Treasure cards; conducting transactions
out in the wilderness does nothing to build your reputation. For the same reason, you must personally
make each sale. Any hired native leaders you might obtain may not sell Treasure cards. In Standard Magic
Realm you may sell only two cards at each Dwelling per game. In Double Magic Realm you may sell only
a single card at each Dwelling. These limits remain in effect even if you acquire additional Treasure cards,
all of which must be sold before you can win the game. A Treasure card that you trade-in as part of the
purchase price of another item counts as a sale at that Dwelling and is also subject to these limits.
This restriction is removed once you have sold the maximum number of cards allowable at every Dwelling
in the game.

(continued on next page)

Page Q123
75. Travels of the Merchant

YOUR PORTERS: You are accompanied by porters, who carry your treasures, set up your pavilion, etc. They are
minor characters who can carry Tremendous weight. They do not have ponies.

THINKING THE UNTHINKABLE: Your loyal porters have been carefully trained for emergencies. If you are
killed in a battle, all of your Treasure cards that were inactive at the moment of your death are temporarily
set aside, as the porters take them and disappear into the surrounding wilderness.
These Treasure cards cannot be taken by another player who succeeds in killing you, nor can they be lost
on a Death Quest result of Rescued By Good Folk or Rescued By Hooligans (you do not have to roll to
recover them.) Only Treasure cards that were active at the moment of your death may be lost.
If the Death Quest reveals that you are still alive (Death Quest roll of 0 or higher), your porters rejoin
you and you immediately reclaim the Treasure cards that they saved. If you do not continue with the
Quest, the Treasure cards that the porters saved are removed permanently from the game.

BROOMSTICKS: If you cast the Broomstick spell on yourself, you not only create a broomstick for your own
use, but you also create one for each of your porters, allowing them to fly along with you. The porters
can only carry Light weight while flying. Hired natives and companions cannot use broomsticks; you must
leave them behind when you fly.

FAME & NOTORIETY: You cannot record any Fame or Notoriety points while on this Quest. If you are killed,
your Notoriety value is 10.

AT START: workhorse, 2 companions


or workhorse, 1 companion, 1 Heavy non-flying Dragon
or workhorse, 1 companion, 1 spell
or workhorse, 2 spells

NOTES: See The Merchant (#38).


(new: 4/92, revised: 2/03)

Page Q124
76. The Magicians Adventure

The Magicians Adventure


TRADITIONAL TEAMWORK

A skilled Magician with a taste for adventure, you enter the mysterious Magic Realm in search of forgotten spells
and a little gold. During your journey you are befriended by another hardy adventurer, who joins you on your
Quest. To succeed in this Quest the Magician must obtain two Great Treasures, 40 points of gold, and learn or
awaken four spells.

TEAMWORK: This Quest requires the use of two characters, as explained in Rule Q1.11. One of the characters
chosen must be the Magician. The two characters must start in separate locations. The starting location of
the Magician is chosen normally, but the second character starts in a building chosen by the other players
in the game, after the Magicians character counter has been placed on the map.

RANDOM ENCOUNTER: When the Magician ends a turn in a Dwelling, roll two dice on the table below at Mid-
night. Use the higher of the two rolls and follow the directions for any result you get.

ROLL RESULT
1 True Love
2 True Love
3 Magical Demonstration Backfires
4 Magical Demonstration Delights Locals
5 no effect
6 no effect

T RUE LOVE: At last you have found the woman of your dreams. She is a minor character and will follow
you for the rest of the game. Roll one die on the table below to select a third Special Advantage for the
Magician, which represents your loves ability to aid you on your Quest. You may not roll again on the
Random Encounter Table for the remainder of the game.

ROLL TRUE LOVES ABILITY


1 Powers of Prophecy: your love will cast the Prophecy spell on you whenever there is
Purple magic present in your clearing during Evening; you may fatigue your own color chit
to supply this, if you wish
2 Mystic Renewal: you may record two extra Rest phases if you do no activity other than Rest
3 Discerning: subtract 1 from Peer rolls
4 Gift of Healing: extra Rest phase each turn
5 Smart: subtract 1 from Locate rolls
6 Tracker: extra Search phase every turn

M
 AGICAL DEMONSTRATION BACKFIRES: While showing off to impress some locals, you unfortunately get
the two key words of the incantation reversed (again). All of your active Magic chits and all of your
color chits immediately fatigue.
M
 AGICAL DEMONSTRATION DELIGHTS LOCALS: Your simple but flamboyant display of magical talent
draws much applause and a few small coins. You receive two points of gold.

(continued on next page)

Page Q125
76. The Magicians Adventure

ADDITIONAL SPELLS: The Magician may choose his starting spells from the ones in the following list as well
as from those in the List Of Spells. These spells are not available to the other characters in the game.

LEVITATION (II/GREY), one character, native, or monster, Instant: The spellcaster may
immediately move the target into any clearing in the spellcasters hex tile. When a target
levitates, all his belongings, including his horses, levitate with him. Exception: This spell
cannot be cast in a cave clearing, and the target may not be moved into a cave clearing.

READ MIND (II/GREY), one character, Day: The spellcaster may look at the target charac-
ters recorded turn before recording his own. This spell may be cast on any character in the
game, even one not in the spellcasters clearing.

TRANSMIGRATION (III/GOLD), the spellcasters hex tile, Instant: When this spell is cast
in a Woods hex tile, the spellcaster may immediately exchange that hex tile with any other
Woods tile on the map. The chits and occupants of both tiles travel along with them. Each
tile takes the same orientation as the one it replaces. In Double Magic Realm, this spell may
also be cast in a Deep Woods hex tile, causing the two Deep Woods to exchange places.

DISGUISE (VI/PURPLE), any number of character(s), Day: This spell allows the target char-
acter to always use the Friendly column when rolling on either the Meeting Table or the
Commerce Table. The Friendly column must be used, even if the character would normally
use the Ally column. If a character hires natives while disguised, he must then renew the
spell each day, in the first round of combat, as long as any of those hired natives remain in
his clearing. If he fails to renew the spell, any natives in his clearing that he hired while
disguised immediately become unhired.

OPEN LOCKED DOOR (VII/any), VAULT or CRYPT OF THE KNIGHT, Day: The spellcaster can
loot the target treasure site. This spell will keep the Crypt Of The Knight open throughout
the spellcasters turn. He does not need to cast it once for each Loot roll. This spell opens
the Vault permanently.

HYPNOTIZE (VIII/GREY), one native, Day: The spellcaster controls the native as if he were
a hired native. Special: When this spell is cast by an Artifact or Spell Book, the native is
controlled by the character who holds the item. When no character holds the item, the spell
is nullified.

FAME & NOTORIETY: Neither character may record any Fame or Notoriety points while on this Quest. If killed,
a characters Notoriety value is 30.

AT START: Light or Medium weapon/armor counter


or 1 spell, Light or Medium weapon/armor counter (excluding bows)
or 2 spells

NOTES: This is the third Quest in a series of rewrites of Quest for Adventure. This series tailors it to each
character in turn.

(new: 4/92, revised: 12/02)

Page Q126
77. The Revenge of the Dragon-Rider

The Revenge of the


Dragon-Rider
SPECIAL COMPANION SPECIAL ABILITY STORY ALTERNATIVE

They laughed oh yes, how they laughed at you! As one of the legendary Dragon-Riders, those eccentric Knights
of the sky, you were obligated to perform heroic deeds to be remembered through the ages in song and story.
But things went wrong. Vicious rumors were spread. You found yourself the laughingstock of the Magic Realm.
Now once again you have returned. This time you will give them something to remember, all right. Their laugh-
ter will die on their lips. Their songs will be screams of terror. You will show them, every last one. To succeed in
this Quest you must obtain four Great Treasures and 150 points of Notoriety.

DRAGON-RIDER: You cannot be attacked by any Dragon, nor may you attack them. Dragons will, however,
block you if you are unhidden in their clearing (in greeting, not attack). During a battle, any uncontrolled
Dragons present in your clearing will temporarily join you and fight as though they were your hired
natives. (Thus, if you wish, your mere presence could prevent any Dragons from attacking other characters
in your clearing.) You may never loot a Dragon treasure location; if you are present in such a location
while someone else is looting it, you must engage them in combat (you cannot run away) or immediately
fail this Quest!

YOUR MOUNT: You start the game with a Tremendous Flying Dragon as your companion. He is an ancient, wild
Dragon who joined you of his own free will. No other wild Dragon has the inclination to join you on your
mad Quest. Whenever you and the Dragon wish to leave one hex tile and enter another, you must ride the
Dragon and fly. If you do not leave your present hex tile during your turn you may either move normally
(the Dragon follows you) or fly. You may ride your Dragon during combat if you wish, and the Dragon still
gets both of his attacks.

SURVIVAL INSTINCT: The Tremendous Flying Dragon cannot be killed. An attack that would kill him instead
forces him to immediately run away from the battle, and you lose 25 points of Notoriety. This running
away is automatic and cannot be prevented (do not roll on the Stumble Table). If you are riding him at
the time, you automatically run away also. If you are not riding him, but are present in the clearing, you
may choose to jump up on him as he passes by and automatically run away with him. The Tremendous Fly-
ing Dragon cannot make any attack for the next two days, as he has to recover from his wounds. He can
move and carry items (including you) normally, but his move time is increased to 6 while wounded. If he
receives another kill result while he is recovering, he again runs away (as above) and two more days are
added to his total recovery time.

A SECRET EYRIE: When you play this Quest, your starting location and destination is always the Mountain-
1 clearing. In Double Magic Realm you must choose which Mountain-1 clearing will be your Secret Eyrie
before the Dwellings are revealed on the map.

(continued on next page)

Page Q127
77. The Revenge of the Dragon-Rider

A TOWERING PERSPECTIVE: You may not cast any spells or make any attacks while riding the Tremendous
Flying Dragon. Other characters may not attack you while you are a rider; they must attack the Dragon
(this is an exception to optional Rule 10.D.3.2 Riding Horses). If, however, another Tremendous monster
attacks and hits the Dragon while you are riding him, that monster is flipped over to his red side and is
assigned to you just as if you had been riding a horse. Tremendous monsters are big enough to reach up
and grab you off of the Dragons back.

THE DRAGONS DEN: When you select this Quest, you must immediately redistribute the treasures found in
your Tremendous Flying Dragons Hoard. Without looking at them, place one of the five large Treasures
on top of the treasure pile in each of the following locations: Altar, Shrine, Pool, Vault, and Cairns. The
four small Treasures are distributed one apiece to each of the following native bands: Company, Woodfolk,
Lancers, and Bashkars. There are no treasures present in the Hoard when the game begins. In Double Magic
Realm the treasures are redistributed only on the Set Up Card containing your Hoard; the other Hoard and
its Set Up Card are not disturbed.
Any attempt by the other characters in the game to locate your Tremendous Flying Dragons Hoard will
automatically fail if there are no treasures present.

HIS IMMENSE GIRTH: You immediately become unhidden whenever you and the Dragon end a phase together
in a Dwelling.

HIS IMMENSE APPETITE: Any round horse counter that comes into your possession while the Dragon is
accompanying you is immediately removed from the game.

EXPOSED AND VULNERABLE: When you and the Dragon land in a Valley containing a building, you will
always land in that Dwellings clearing.

NERVOUS LOCALS: Whenever the Dragon is with you at a Dwelling, all native groups present are Neutral to
you except those Unfriendly or Enemy to you, who do not change their opinions. This is a temporary
change. If you return without the Dragon, your normal trading relationships will be in effect.

ON YOUR OWN: You may not execute any Hire phases during the game for any reason whatsoever.
(continued on next page)

Page Q128
77. The Revenge of the Dragon-Rider

THUNDER AND FIRE IN THE SKIES: Whenever you and your Dragon are at a Dwelling during Sunset, you
must declare whether or not you are attacking that Dwelling. If you choose to attack, all native groups
present immediately become Enemy to you for the remainder of the game. Roll two dice on the table below
and use the higher of the two rolls to determine the natives reaction to your attack. Special: if the Cloven
Hoof is present at this Dwelling, you must subtract one from your die roll.
After a Dwelling has been attacked in this manner, you cannot attack it again until all other Dwellings
have also been attacked at least once.
If you declare that you are not attacking, you may not fight any uncontrolled natives during Evening. If
you are attacked by such natives you must immediately fly away from the combat.
You may not attack any uncontrolled natives at a Dwelling unless your Dragon is with you. If you are at
a Dwelling without your Dragon, and you are attacked by uncontrolled natives, your Dragon immediately
appears, picks you up, and you both fly away from that battle.

ROLL NATIVE REACTION


1 Defend to the Death
2 Defend to the Death
3 Captains Courageous
4 Rear Guard Action
5 Rear Guard Action
6 Panic and Terror

D
 EFEND TO THE DEATH: Grim, resolute faces await you as you sweep down upon the Dwelling. Combat is
resolved normally.
C APTAINS COURAGEOUS: The defenders break and flee, but a few brave captains hold their ground. All
uncontrolled natives at the Dwelling, except leaders, are removed from the map. The removed natives
will return to the Dwelling at the end of the week when monsters regenerate. Combat with the native
leaders who remain is resolved normally.
R
 EAR GUARD ACTION: The alarm is raised in time, and an orderly retreat is made before you can begin
your attack. All uncontrolled natives at the Dwelling, except the rear guard, are removed from the map.
The removed natives will return to the Dwelling at the end of the week when monsters regenerate.
The rear guard consists of one native from each uncontrolled native band present at the Dwelling. The
native selected from each band must be the one with highest ID code number. Combat with the rear
guard is conducted normally.
Native leaders cannot serve as a rear guard. If any native band present consists of only a leader, treat
this result as Panic and Terror instead.
P ANIC AND TERROR: The fury of your onslaught sweeps all before it! None dare to stand and face your
wrath! All uncontrolled natives at the Dwelling are removed from the map. They will return to the
Dwelling at the end of the week when monsters regenerate. You receive 20 points of Notoriety. If any
native leaders were among those removed from the map, you may look through their bands treasures
and take any Great Treasures you find for your own.

(continued on next page)

Page Q129
77. The Revenge of the Dragon-Rider

ONLY THE BEST WILL DO: When you use the Loot Table to search through a treasure pile, any Treasure card
that is not a Great Treasure or a Treasures Within Treasures card must be returned to the top of the trea-
sure pile. This same restriction applies when using the Magic Sight table, except that the Treasure cards are
returned to the bottom of the treasure pile.

SHARING THE LOOT: Before you may travel to your destination at Mountain-1 and claim victory in this Quest,
you must locate your Tremendous Flying Dragons Hoard and deposit your four Great Treasures there. Great
Treasures in your possession cannot be counted for victory; they must be placed on the Hoards treasure
pile. If some are looted away by the other players before you can claim victory, you will have to replace
them. Victory is impossible unless there are at least four Great Treasures in the Hoard. Treasure cards
placed into your Hoard may no longer be counted in your Notoriety total.

A DIFFERENCE OF OPINION: The Knights of the Order are your Enemies. They dont like Dragons! You cannot
do any trading with a character who has any of the Order as hired natives. If a Knight of the Order (hired
or not) is in your clearing during Evening, you must engage him in combat (you cannot run away) or
immediately fail this Quest! Exception: You are not required to engage the Knights of the Order in combat
when you are in the Chapel, although they might attack you at the end of the day.

FAILING THE QUEST: Should you (for shame!) immediately fail this Quest, you and all your belongings are
removed from the map and remain out of play for the remainder of the game. You may not reenter the
game with another character.

FAME & NOTORIETY: You ignore Fame completely; you may only record Notoriety points. You cannot take any
mission or campaign chit.

AT START: weapon/armor counter


or Light or Medium weapon/armor counter, 10 gold
or 3 spells
or 2 spells, 10 gold

NOTES: This is a sequel to The Return of the Dragon-Rider (#71), which was a sequel to The Dragon-Rider
(#24).
This Quest has some unusual history behind it. The players who developed the Book of Quests played Magic
Realm with an unspoken agreement that natives were not to be attacked by a character unless they were
that characters enemies. We all felt that native bashing was distasteful, given the games general focus
on heroic high fantasy. The modern tactic in regular Magic Realm games of the characters working together
on Day 1 to kill off the Rogues so that everyone can take turns looting their stuff would have been totally
repugnant to us.
Thus, one of my main goals in writing this Quest was to provide a situation wherein a player could battle
the various native groups without feeling guilty about it, while at the same time insuring that such battles
did not give the player huge amounts of loot and an easy win. But a modern player, looking over this
Quests elaborate rules for attacking natives, is likely to be somewhat puzzled, because a regular character
can become far more effective in attacking natives than the Dragon-Rider can ever hope to be if that
character has no qualms about native bashing in the first place.
So this Quest is a bit of an anachronism: a product of a different time, and a different approach to the
game of Magic Realm.

(new: 4/92, revised: 4/11)

Page Q130
78. The Druids Adventure

The Druids Adventure


TEAMWORK ALTERNATIVE

An enigmatic Druid with a taste for adventure, you venture forth into the Magic Realm to conduct arcane rituals
at two ancient sacred sites. During your journey you are befriended by another hardy adventurer, who joins you
on your Quest. To succeed in this Quest the Druid must obtain two Great Treasures and use them for offerings at
the Altar and the Shrine, and learn or awaken one spell.

TEAMWORK: This Quest requires the use of two characters, as explained in Rule Q1.11. One of the characters
chosen must be the Druid. The two characters must start in separate locations. The starting location of the
Druid is chosen normally, but the second character starts in a building chosen by the other players in the
game, after the Druids character counter has been placed on the map.

ANCIENT SACRED SITES: You must locate an Altar and a Shrine in order to complete your Quest. You may
never loot any Altar or Shrine, and may not take Treasure cards or counters from them using Magic Sight;
if you are present in such a location while someone else is looting it, you must engage them in combat
(you cannot run away) or immediately fail this Quest!

ARCANE RITUALS: The Druid conducts an arcane ritual by locating an Altar or a Shrine. Then, when he is
present at that Altar or Shrine at Midnight, he may secretly place a Great Treasure on the top of the other
treasures there. In Double Magic Realm the Altar and Shrine must belong to the same game set, but you do
not have to choose which game set you will use until you conduct your first arcane ritual.
Note that the two Great Treasures that you are required to obtain are used in these rituals. You do not have
them with you at your destination when you complete this Quest.

FAILING THE QUEST: Should you immediately fail this Quest, you and all your belongings are removed from
the map and remain out of play for the remainder of the game. You may not reenter the game with another
character.

ADDITIONAL SPELLS: The Druid may choose his starting spells from the ones in the following list as well as
from those in the List Of Spells. These spells are not available to the other characters in the game.

READ MIND (II/GREY), one character, Day: The spellcaster may look at the target charac-
ters recorded turn before recording his own. This spell may be cast on any character in the
game, even one not in the spellcasters clearing.

REVEAL TRAIL (II/GREY), the spellcasters clearing, Day: This spell may only be cast in a
non-cave clearing. The spellcaster creates a temporary hidden path from his clearing to any
other non-cave clearing on the same hex tile. The spellcaster, and anyone following him,
may move along this hidden path during his turn (he does not need to search for it). The
hidden path may be used by anyone else who can discover it. It disappears when the spell
expires.

HYPNOTIZE (VIII/GREY), one native, Day: The spellcaster controls the native as if he were
a hired native. Special: When this spell is cast by an Artifact or Spell Book, the native is
controlled by the character who holds the item. When no character holds the item, the spell
is nullified.

(continued on next page)

Page Q131
78. The Druids Adventure

RANDOM ENCOUNTER: When the Druid ends a turn in a clearing containing a Site chit, roll two dice on the
table below at Midnight. Use the higher of the two rolls and follow the directions for any result you get.
This roll is made whether or not he has discovered that Site chit, but is never made at a Shrine or Altar.
Only one roll is made per turn, regardless of how many Site chits are in the clearing.

ROLL RESULT
1 Assailed by Evil Spirits
2 Assailed by Evil Spirits
3 Dream Time
4 Troubled by Evil Spirits
5 Talk to Small Animal
6 no effect

A
 SSAILED BY EVIL SPIRITS: Every character in the clearing must immediately fatigue four effort aster-
isks. A character with fewer than four asterisks left to fatigue must suffer a wound for each asterisk he
fails to fatigue.
D
 REAM TIME: Every character in the clearing falls into a deep slumber filled with fantastic dreams.
These characters will be dormant on the following day. They may not block, do activities, summon mon-
sters, participate in combat or be attacked. All of their fatigued and wounded action chits are rested
and returned to play. The effects of Dream Time expire at Midnight of the following day.
T ROUBLED BY EVIL SPIRITS: Every character in the clearing must immediately fatigue one effort aster-
isk. A character with no asterisks to fatigue must suffer a wound instead.
T ALK TO SMALL ANIMAL: The Druid may secretly look at all of the Treasure cards hidden in treasure
sites in this clearing. None of these Treasure cards may be turned face up or recorded as discoveries. For
the remainder of the game, he may subtract 1 from his roll whenever he uses the Loot Table to search
for treasures in this clearing. This result may be obtained only once per game for each clearing; treat as
no effect if it occurs more than once.

FAME & NOTORIETY: Neither character may record any Fame or Notoriety points while on this Quest. If killed,
a characters Notoriety value is 30.

AT START: pony
or warhorse
or weapon/armor counter
or workhorse, Light or Medium weapon/armor counter
or workhorse, 2 spells
or 3 spells

NOTES: This is the fourth Quest in a series of rewrites of Quest for Adventure. This series tailors it to each
character in turn.

(new: 4/92, revised: 12/02)

Page Q132
Event Cards
Event Cards

GOOD LUCK Event Cards


Good Luck Event Cards may only be played on your own character.

GOOD LUCK Card 101

Fate Smiles
(85)
This card will cancel the effects of any single Bad Luck card played on you by another player.
This card must be played immediately after the Bad Luck card is played.

GOOD LUCK Card 102

A Second Chance
(5/88)
If your character rolls on a table and you are not satisfied with the result you get, you may
immediately play this card and roll again. After making this second roll you may choose either
result as the one to be in effect.

GOOD LUCK Card 103

Escape!
(85)
When played at the start of a round of combat, this card allows your character, along with any
other characters in the clearing you choose to bring with, to immediately run away without
having to make a roll on the Stumble Table.

GOOD LUCK Card 104

Find Unexpected Concealment


(85)
You may play this card at the start of any Hide phase your character attempts. If you do so
your character, along with anyone who might be following, is immediately hidden without hav-
ing to roll on the Hide Table. This card cannot be played if the weather is Soft Ground or Early
Snow.

GOOD LUCK Card 105

Hidden Path Revealed


(85, 5/88)
You may play this card at the start of any Search phase your character attempts. If you do so
you may immediately discover any single hidden path leading into the clearing your character
occupies. Do not roll on the Search tables.

GOOD LUCK Card 106

Secret Passage Revealed


(85, 5/88)
You may play this card at the start of any Search phase your character attempts. If you do so
you may immediately discover any single secret passage leading into the clearing your charac-
ter occupies. Do not roll on the Search tables.

Page E1
Event Cards

GOOD LUCK Card 107

Find Shelter
(85, 5/88)
Playing this card at Midnight allows your character to record and execute two extra sheltered
phases on the following turn.

GOOD LUCK Card 108

Wander
(85, 10/02)
Playing this card at Midnight allows your character, and anyone who is following, to move
randomly to any other clearing in the same hex tile during your turn on the next day. You
cannot move to the same clearing you start from, and you cannot execute any phases whatso-
ever. Special: if you are in a Valley you randomly move to one of the two clearings on the other
roadway.

GOOD LUCK Card 109

Forced March
(85, 1/89)
Playing this card at Midnight allows your character to record and execute extra Move phases
on the following turn. You may write down any number of extra Move phases, but each one
executed causes your character to fatigue two Move asterisks (even if riding a horse). You can-
not execute an extra Move phase unless you have two active Move asterisks available to pay
for it. If you have a round horse counter active at any time during a Forced March, it dies of
exhaustion at the end of your turn. Native horses also die if their movement bonus is used with
a Forced March.

GOOD LUCK Card 110

Renewed Strength
(85, 5/88)
This card allows your character to return four fatigued asterisks to play immediately. It may be
played at any time, without penalty or restriction.

GOOD LUCK Card 111

Battle Frenzy
(5/88, 1/89)
If, during a battle in your clearing, one of your companions, hired natives, or any character is
killed, you may immediately play this card. For the remainder of the battle you may treat all
your two asterisk Fight counters as having only a single asterisk for purposes of figuring effort
limit and fatigue.

GOOD LUCK Card 112

Make a Wish
(85, 5/90)
Playing this card at Midnight allows you to roll on the Wishes Table. I wish for peace has no
effect; roll again until you get some other result.

Page E2
Event Cards

GOOD LUCK Card 113

Gain a Companion
(85, 7/86)
You may play this card at the start of any Hire phase your character attempts. If you do so you
may obtain one companion from any uncontrolled native group in the same clearing, subject
to the normal restrictions on selecting companions. Do not roll on the Meeting Table. A native
leader need not be present for you to use this card.

GOOD LUCK Card 114

Befriended by Ogre
(7/86)
You may play this card at Midnight in a Woods hex tile to receive any Ogre not in play on the
map as your companion.

GOOD LUCK Card 115

Befriended by Wolf
(7/86)
You may play this card at Midnight in a Woods hex tile to receive any Wolf not in play on the
map as your companion.

GOOD LUCK Card 116

Secret Summons
(12/86, 5/88)
You may play this card at Midnight whenever your character is in a clearing were a visitor/mis-
sion chit may appear. Playing this card causes the visitor/mission chit to appear in the clearing
even if the Monster Roll is not a 6.

GOOD LUCK Card 117

Hidden Treasure Unveiled


(5/88)
You may play this card at the start of any Search phase your character executes at a discovered
treasure site. You take the top Treasure card instead of doing a normal Loot roll. Do not roll on
the Search tables.

GOOD LUCK Card 118

Interpret Ancient Runes


(5/88)
You may play this card at the start of any Search phase your character executes at a discovered
treasure site, or any clearing if you have a Spell Book or Artifact active. You learn and awaken
one spell instead of doing a normal Reading Runes roll. Do not roll on the Search tables.

Page E3
Event Cards

GOOD LUCK Card 119

Find Enchanted Weapon


(6/88, 10/02)
Playing this card at Midnight in any clearing allows you to choose an additional weapon counter
from one of the following: Mace, Short Sword, Axe, or Staff. After selecting a weapon counter,
roll one die and consult the corresponding Monster Roll box. This weapon, which is under an
ancient enchantment, can automatically kill any of the monsters named for that box, regard-
less of their vulnerability. You do not roll on the Fumble Table when using the weapon against
those monsters, but you must still check to see whether you hit your target. The weapon is
used normally against other all other targets, and has a gold price of 20.

GOOD LUCK Card 120

Magical Vision
(6/88)
Playing this card at Midnight grants you a look at a Spell card belonging to a Spell Book or
Artifact. If the Spell is one that you can learn you may record it, although it does not count
towards your victory requirements. You may select any Spell Book or Artifact not in the posses-
sion of a player. If you select a Spell Book choose the Spell card randomly. Learning a spell in
this manner does not awaken it. All this takes place in a dream while you are asleep.

BAD LUCK Event Cards


Bad Luck Event Cards may only be played on opposing characters (i.e., any character not par-
ticipating in your Quest). Unless otherwise specified, the target character need not be present
in your clearing.

BAD LUCK Card 201

Fate Frowns
(5/88)
This card will cancel the effects of any single Good Luck card played by another player. This
card must be played immediately after the Good Luck card is played.

BAD LUCK Card 202

Invoke a Curse
(85, 5/88)
This card may only be played at Midnight. Playing it allows you to force one other character
present in your clearing to roll on the Curses Table, even if that other character is hidden. If
the other character cancels this card with Fate Smiles your Curse backfires and YOU must roll on
the Curses Table.
The Dying Curse: If your character is killed while holding this card, by either another character
or a denizen under the control of another character, you may force that character, regardless
of his current location, to immediately roll on the Curses Table. A Dying Curse cannot be can-
celled.

Page E4
Event Cards

BAD LUCK Card 203

Weapon Breaks!
(6/86, 6/88)
You may play this card whenever another character scores a hit with a weapon counter, caus-
ing that weapon to break. It is permanently removed from the game. The characters attack has
no effect, and he has the option to immediately run away even if some attacks against him
have yet to be resolved. No roll on the Stumble Table is necessary. A character whose weapon
breaks may obtain one replacement weapon as a boon from any Neutral, Friendly, or Ally
native group by executing a Trade phase with them (no roll on the Meeting Table being neces-
sary). Only completely ordinary weapon counters can break. Treasure counter weapons and
any weapon that is in any way enhanced by the Quest being played never break and cannot be
affected by this card.

BAD LUCK Card 204

Permanent Spell Fizzles


(6/86)
You may play this card at Midnight to cause a permanent spell cast by another character to be
broken.

BAD LUCK Card 205

Sudden Tempest
(5/88)
You may play this card at Midnight by naming any of the other characters in the game. The hex
tile that character currently occupies will suffer a tempest on the following day. A tempest has
the same effect as the Violent Storm spell.

BAD LUCK Card 206

Pilfer a Prize
(5/88)
You may play this card at the start of any Search phase in which you are hidden while occupy-
ing the same clearing as another character. If the other character is unhidden, or if you have
found hidden enemies previously this day, you may look at the other characters Treasure cards
and select one to take as your own. You may not roll on any of the Search tables during this
Search phase.

BAD LUCK Card 207

The Guardian Awakes


(5/88)
Whenever another character ends his turn in the same clearing as a treasure site, you may
immediately play this card to cause the monster residing at that treasure site to appear in the
clearing, regardless of what the actual Monster Roll is. The guardian monster cannot appear
unless it is currently located on the Set Up Card.

Page E5
Event Cards

BAD LUCK Card 208

Its Still Alive!


(5/88, 6/88)
Whenever combat ends in a clearing that does not contain your character, hired natives, or
controlled denizens, you may immediately play this card to resurrect any one monster killed in
that battle. This causes a new set of combat rounds to be started in that clearing. All characters
present have the option to immediately run away without rolling on the Stumble Table. If this
monster is killed again the bounty points received for it may be multiplied by the number of
kills in the previous battle as if it had been all one large battle.

BAD LUCK Card 209

Lame Horse
(5/88)
You may play this card at Midnight to cause a round horse counter in the possession of another
character to become lame. The lame horse counter cannot be ridden or used as a pack animal
until the owning character ends a turn at a Dwelling, where the animal is healed.

BAD LUCK Card 210

Illness Strikes!
(6/88)
You may play this card at Midnight on any single character, companion, or hired native. If
played on a character that character must immediately wound two asterisks. If the character
has only one asterisk left in play just that one is wounded, and if he has no asterisks in play
there is no effect. If played on a companion or native, that individual may not leave the clear-
ing where he is currently located during the next day for any reason. This card has no effect on
monsters (even if they are companions) and cannot be played on someone who is located on a
roadway after having run away from combat.

RANDOM Event Cards


Random Event Cards may only be played at Midnight, and are never subject to any restric-
tions.

RANDOM Card 301

White Magic
(85, 5/88)
Playing this card makes White magic available in every clearing on the map for the duration of
the following day. This will trigger automatic enchanting even if the following day is not the
seventh day of the week.

RANDOM Card 302

Grey Magic
(85, 5/88)
Playing this card makes Grey magic available in every clearing on the map for the duration of
the following day. This will trigger automatic enchanting even if the following day is not the
seventh day of the week.

Page E6
Event Cards

RANDOM Card 303

Gold Magic
(85, 5/88)
Playing this card makes Gold magic available in every clearing on the map for the duration of
the following day. This will trigger automatic enchanting even if the following day is not the
seventh day of the week.

RANDOM Card 304

Purple Magic
(85, 5/88)
Playing this card makes Purple magic available in every clearing on the map for the duration of
the following day. This will trigger automatic enchanting even if the following day is not the
seventh day of the week.

RANDOM Card 305

Black Magic
(85, 5/88)
Playing this card makes Black magic available in every clearing on the map for the duration of
the following day. This will trigger automatic enchanting even if the following day is not the
seventh day of the week.

RANDOM Card 306

All Magic Colors


(7/86, 5/88)
Playing this card makes White, Grey, Gold, Purple, and Black magic available in every clearing
on the map for the duration of the following day. This will trigger automatic enchanting even
if the following day is not the seventh day of the week.

RANDOM Card 307

Monster Migration
(85, 5/88)
Choose any monster currently on the map. This monster moves from its present hex tile into
an adjacent one, ignoring all roadways. The hex tile and clearing it enters are both determined
randomly.

RANDOM Card 308

Changing Fortunes
(85)
All characters must discard their Event Cards. Each character then draws one new Event Card,
and the deck and discards are reshuffled to form a new deck.

Page E7
Event Cards

RANDOM Card 309

Restless Natives
(5/88)
Roll one die and consult the Set Up Card. If the native group indicated by the die roll is cur-
rently on the Set Up Card you must place it on any clearing of the map where it could normally
appear. If the native group is already on the map it regenerates back to the Set Up Card. In
Double Magic Realm you must roll one die for each Set Up Card.

RANDOM Card 310

Eerie Stillness
(6/88)
When this card is played all uncontrolled monsters will be dormant on the next day. The Mon-
ster Roll is still made, but is only used for summoning natives and campaign/mission/visitor
chits. Monsters will still block and fight normally. This card has no effect on monsters that are
prowling due to Quest special rules (e.g., Goblins in The Great Goblin War).

Page E8
notes
Book of Quests Q&A

BOOK OF QUESTS Q&A


Using the Book of Quests will make a substantial change in how Magic Realm is played, and
many players can have questions upon encountering the Book of Quests for the first time. In
this Q&A section Ill try to answer the most typical questions that players may have, and give
some insights as to why the Book of Quests works the way it does. Many of these questions
were originally posted on the Magic Realm Mailing List by experienced players of the regular
game following the initial public release of the Book of Quests in October, 2002.

Q.The Book of Quests is perhaps unique among Magic Realm variants in that it only changes
two rules in the regular game (parts of Rule 3.3 Selecting Characters, and all of Rule 9.3
Winning The Game and Scoring). Why did you only change two rules? Are there any other
rules you would have liked to change?

A.All of the players involved in developing the Quests were tremendous fans of the
game system, and the idea that we could maybe change the rules and actually make
the game better was unthinkable to us! So as we developed the Quests we kept our
hands off all of the other rules even the ones we disliked! We wanted to come up
with better victory conditions, period.
However, things we would have liked to change, had we not held the game system in
such reverence, include the following:
We would have liked to discard the nearly useless Campaign chits, which are even
more of a joke when playing with the Quests than they are in the regular game. I
would personally like to throw out the Treachery rule and simply prohibit characters
from ever attacking their own hired natives. I find it a repugnant tactic, although the
other players in our group were more ambivalent about it (and, in any case, it never
occurred in any of our games).
But, the one rule we all absolutely, positively detested was: Suiciding. Imagine Ara-
gorn, deciding that there is no hope of defeating Sauron so he cuts his own throat!
Its just wrong! In the regular game, where there is no story or plot involved, it
maybe is an acceptable rule, but it goes against everything we were trying to accom-
plish with the Quests. Heroes should persevere in the face of adversity not give up
and kill themselves!

Q.Rule Q4. Rules Conflicts, the Death Quest (#65), and certain other Quest rules seem to go
to great lengths to keep a player in the game, whereas in the regular game similar situa-
tions would see a player killed or suiciding his character to start over. Why is this?

A.Our aversion to the suicide rule (see the previous question), our belief that bad luck
should be seen as an obstacle to be overcome (and not as an excuse to give up), and
the problems that can occur when a player dies early in the game (he goes home
unhappy, or he reenters the game with a new character and greatly upsets the play
balance) all of these contributed to our desire to keep each player in the game no
matter what happened to them.
This approach also worked well with our desire to bring a storytelling element into
the game. The heroes of fantasy literature dont just give up when things go wrong.
They battle on regardless of the odds, no matter how many setbacks they encounter.
This is one of the elements that makes all good adventure stories so compelling. And,
in the game, few things are as satisfying as coming back from terrible adversity to
score an unlikely win.

(continued on next page)

Page N1
Book of Quests Q&A

In a written story the author can always save his hero from certain death; the Death
Quest does this for you in a Quest game, at least for the first few weeks of the game.
The Quest rules try hard to keep you from ever being in a position where suicide
would seem to be the only option. Our intent was that, no matter what happens, you
should always have a way to continue your Quest and always have a chance, however
slight, of victory.

Q.The Quest system is fundamentally different than the basic game in that every player knows
what the other players victory goals are. Does this encourage more defensive playing?

A.Defensive play does occur, but only to a limited extent. If player A chooses to go
after player B and disrupt Bs Quest, he may be successful but meanwhile player
C on the other side of the map is laughing to himself at their antics and goes on
to win the game. The lesson that the Quest system hammers home is that you must
make every move count, so taking time away from your Quest just to delay someone
else is not a decision to be made lightly. Having said this, it still should be noted that
no one ever passes up an easy opportunity to cause the other players grief.

Q.Does play balance increase because other players will tend to obstruct those who are having
the most success?

A.Good Quest players are always aware of what their opponents are doing, and will do
what they can to disrupt them, so there is some benefit to play balance; but the need
to make progress on their own Quests limits this.
A player trying to reach his destination to win the game will often see other players
try to chase him down or block his path. This doesnt directly affect play balance too
much; its rather unusual for a player who has fulfilled his Quests victory require-
ments to fail to reach his destination and win the game. It does have an indirect
effect, however. A veteran Quest player will occasionally delay fulfilling his victory
requirements until he sees that he has a clear path to his destination. But while he
nonchalantly bides his time he runs the risk of someone else fulfilling their require-
ments and reaching their destination first.

Q.I wonder about the play balance of the Quests. Some of them seem much easier than the
others. For example: In Search of the Magic Realm (#19), a Quest that simply requires you
to locate all the Lost Castle and Lost City chits, seems way too easy?

A.It is almost impossible to read a Quest and understand how it will play out: In Search
of the Magic Realm is probably the most difficult-to-win Quest in the book!
But play balance is an area of concern with the Quest system. It is very simple to
design a Quest that is too easy, and equally simple to design one that is too hard.
Both of these conditions are the result of the designers decisions. However, once you
have adjusted a Quest design so that it is not too easy or too hard, you enter an area
where the designers decisions no longer count for much the layout of the map and
the distribution of the dwellings/treasures/monsters will now be the primary factors
in determining how difficult the Quest is in any given game. These factors are not
under the control of the designer, and will vary dramatically from game to game.
The result is that the Quest system is not fair. Some Quests will always be easier than
others in a given game but generate a new map and try the same Quests again,
and you will find that different Quests now have the advantage. True play balance is
impossible to achieve in the Quest system.

Page N2
Book of Quests Q&A

Q. Why do some Quests seem to be easier to win than others?


A.Certainly some Quests are easier to play than others, but easy to play doesnt mean
easy to win. We tried very hard not to provide any Quests that were always easy to
win. Our goal was to have the majority of the Quests be of normal difficulty, with a
few really hard ones for those who enjoy a challenge.

Q.Success in many of the Quests seems overly dependent upon luck. Was this intentional? Can
anything be done about it?

A.Luck can actually have a detrimental effect on a Quest in two different ways. The first
way is the one that you mentioned: sometimes you can only succeed in your Quest if
you are extremely lucky. The second way is when a player does get some lucky breaks
and wins easily leaving the other players upset at not really having a chance to
compete with their own Quests.
The first problem is fairly easy to deal with. A Quest should ideally give a player mul-
tiple paths to victory, and if there is only one path to victory, then it should provide
plenty of At Start options that will be useful. These things wont prevent a player
from ending up with a nearly impossible to win Quest, but they do minimize the
chances that such a situation will occur.
The second problem is more difficult: how do you prevent someone from being too
lucky? The solution here is to give the character several things to accomplish. If a
character only has one thing to accomplish, and he gets lucky, then that game ses-
sion is ruined. But if he has several things to accomplish, getting lucky on one of
them is unlikely to give him an huge advantage over the other players, because he
will still have several other things that he must accomplish.
Lets look at The Secret in the Pool (#45) to see how all of this works.
In this Quest, the character must find a single specific Pool (even in Double Magic
Realm) so he really only has one path to victory. But he has a lot of useful At Start
options as compensation for this single path. For example, if he plays at the 2nd level
of development, and selects an At Start option with a workhorse, hell get two extra
Move phases per turn ideal for tracking down a single specific location, even on a
big Double Magic Realm map.
But, on the other hand, if he is very lucky and finds the Pool he needs in the first
map tile he moves into, his chances of winning the game will increase dramatically,
and the game is probably ruined for the other players. So this Quest is flawed in that
it does not require the player to do something other than find a Pool and score some
points. Back when this Quest was written, we simply didnt understand that this was
a flaw.

Q.If some of the early Quests have flaws (see the previous question), why didnt you go back
and try to fix them?

A.We simply preferred to write brand new Quests, rather than to spend time tweak-
ing and fixing older ones. And many of the flaws are only potential flaws: if a Quest
worked fine most of the time, we were satisfied with it.
If our groups experience was typical, the failure rate for Book of Quests games the
percentage of games in which someone wins far too easily is probably less than
5% (depending upon how you define too easily). I can live with that failure rate.
In addition, some of the later changes made to the general Quest rules may possibly
reduce the failure rate to an even lower level.

Page N3
Book of Quests Q&A

Q.With Quests that allow any character to participate, it is often possible to find one or two
characters that are particularly suited to that Quest. Can anything be done about this?

A.Not really; the characters vary so widely in capabilities and power that its just impos-
sible to balance a Quest for all characters equally. This fact is one reason why many of
the later Quests are limited to specific characters.
The players that developed the Book of Quests had an informal and not always
enforced house rule that said once a character had won a Quest, he could not be
picked to play that Quest in the future. Playing a Quest without using an optimal
character can often result in a challenging and interesting game.

Q.The majority of the Quests dont allow you to earn conventional victory points, so theres
little incentive to engage in normal activities, especially slaying monsters. Thus inter-
esting new goals are added but only at the expense of old ones, and many of the At Start
choices that might make you a good monster hunter become less interesting. Is this inten-
tional?

A.Yes. The Quests are designed to give players the same challenges and motivations as
the characters in fantasy literature, in order to do a better job of bringing fantasy
literature to life. So, in many cases, the monsters are either a just nuisance to be
avoided if possible, or a specific threat to be dealt with for a specific reason. This is
a big change from the regular game, where you go out to kill whatever monsters you
can find basically just for the fun of it to score points.
A number of the Quests (the Alternative Quests) are actually specifically designed to
cross-up the traditional players expectations: Sword of Terror (#31), for instance,
gives the player an awesomely powerful weapon but then makes him spend the game
making countless Hide rolls in a desperate attempt to avoid combat! Its a unique
experience to play, but certainly many players will not care to even try it.
It was always understood that no player is going to like every Quest in the book. The
intent was to provide as wide a variety of adventures as possible, so that there would
be plenty of Quests to accommodate every players interests. There are quite a number
of Traditional Quests for those players who prefer the monster battling and treasure
hunting of the regular game, including the incredibly challenging Quest for Adven-
ture (#16); but any suggestion that all Quests must appeal equally to all players
would be severely limiting and probably impossible to accomplish.

Q. Why can minor characters run away from combat, but companions can not?
A.The difference between companions and minor characters is that minor characters
are always vital to the Quest being played, so it is necessary that they always follow
you, even when you run away. Companions, on the other hand, are merely helpful
not vital. Think of it this way: where companions use hired natives rules, minor char-
acters use character rules they are characters who do not get a separate turn, and
have no capabilities or interaction with the game except as specified by their Quest.
We stick them like glue to a standard character simply as a matter of convenience.
We could have designed character cards, action chits, and counters for each minor
character in the game, and had them take a turn like any other character, but that
seemed like way too much effort for no appreciable gain in game play.

Page N4
Book of Quests Q&A

Q. When a companion is killed, do you lose Notoriety for them like a normal hireling?
A.Yes. Companions are just like hired natives, as the rules state. Their term of hire is
simply permanent (unless you attack your own companion, which is treachery and he
becomes unhired then, again just like any other hired native).

Q.If the answer to the previous question is yes, do you also lose Fame if the companion is a
monster?

A.No, just Notoriety. And in both cases, if you dont record Notoriety on the Quest
you are playing, there is no penalty at all. Its perhaps understandable to think that
because the companion is a monster he is treated differently than native compan-
ions but thats thinking backwards, according to the hierarchy of rules (see Rule
Q4). Hes only considered a monster if a situation arises that the hired native rules
cant resolve.

Q.Do companions have to keep fighting after their character is killed, or does combat end in
that clearing at the point where the character dies?

A.Companions dont revert to normal denizens until Midnight, so they continue to fight
even after the death of their character. In this respect they differ from hired natives,
who immediately become unhired upon the death of their employer and stop fight-
ing. Companions have a closer relationship with a character than the simple monetary
relationship between hired natives and their employer: companions will fight on to
try to avenge the death of their comrade.

Q.When using the Death Quest, its not clear to me that a character is ever really dead, under
any of the Death Quest scenarios where he is rescued. What really happens here?

A.When the Death Quest is being used, and a character is killed, what happens is that
everyone (monsters, hired natives, other characters, etc.) thinks that the character
is dead; then at Midnight, after all combat has been concluded, a roll is made on the
Death Quest table to find out what really happened. A supposedly killed character
does not die (and was never actually dead) unless his Death Quest roll is less than
zero. This can be quite confusing at times, so each Death Quest result includes a
detailed list of everything that happens as a consequence of that result.

Q.In the Dragon Rider Quests, can a spellcaster absorb the essence of the Dragon right out
from under the rider?

A.No. Companions are, as far as the game is concerned, hired natives, and hired natives
cannot be absorbed. The fact that some companions have the form and capabilities of
monsters does not make them monsters.

Q.When the rules say that something occurs when you end a turn does that mean at Eve-
ning, or Midnight?

A.If something occurs at Midnight, the word Midnight will be clearly stated in the
rule. An event that occurs when you end your turn takes place when you complete
your moves for the day, before any remaining players take their turns, and before any
combat.

Page N5
Book of Quests Q&A

Q.If youre on a Quest where you dont record Fame or Notoriety, can you pick up campaign
& mission chits that you would normally have to pay Fame or Notoriety points for? Do you
just ignore these costs, or can you not pick them up at all?

A.A character must pay for campaign & mission chits just like in the regular game; if he
doesnt have the required points, he cant take the chit. Thus, characters that do not
record Fame or Notoriety on their Quest can never take a campaign or mission chit.

Q.Some Quests allow you to choose 6 extra spells at the start surely this would mean scrap-
ing the bottom of the barrel as far as spells go?

A.Here is a count of how many spells various characters would have left to select from
after choosing their normal starting spells:
Sorceror: 11
Witch: 15
Witch King: 16
Wizard: 17
Magician: 40
With numbers like this, taking 6 extra spells might be a reasonable option for at least
some of these characters. Note also that many spells that are normally considered
useless when playing regular Magic Realm can become far more useful when the
Book of Quests is being used.

Q. Can you keep the Quest you select to play secret from the other players?
A.No. The Quests were not designed to be played this way. In most cases, it would be
obvious what Quest you are playing; and some of these Quests can be quite compli-
cated, so its your opponents who will keep you honest when you (accidentally, of
course) forget something.

Q.When a character fulfills a victory requirement for his Quest, do the other players have to
be informed of this?

A.No. The normal Magic Realm secrecy rules apply to apply to Quests and their victory
requirements. For example, if your Quest requires you to obtain one Great Treasure,
you do not have to inform the other players if you loot one from a Treasure site; the
only time you would have to reveal it would be at Midnight at your destination, in
order to win the game. This may seem a bit unfair many Quests require things that
are always obvious to the other players, but thats how it works: some Quests have
victory requirements that can be fulfilled without the other players being aware of it,
and some dont.

Q.If a Quest requires that a Great Treasure be obtained from a treasure site, what prevents the
player from looting it from a pile of native treasures and then claiming he actually got it
from a treasure site that he looted?

A.In face-to-face games, the Book of Quests assumes that there is a certain level of trust
among the players. If a player is determined to cheat he will probably be able to do
so. In a PBEM game the gamemaster will enforce legal play, but even in this situation
the players must then trust the GM to be fair and impartial. The Book of Quests was
developed more as a form of friendly social gaming than as a cutthroat, win-at-all-
costs competition.

Page N6
Book of Quests Q&A

Q.There are some Quests that could be selected by two or more different characters at the
same time, and not interfere with each other. I see no reason several characters couldnt
be put to The Test (#22) in the same game. (In fact, having an entire game where every
character was playing The Test would make for an interesting game.) Yet the rules state
that each player must have a different Quest. Is this restriction necessary?

A.The rules state that every player must have a different Quest simply to avoid the
problems that might arise if certain Quests were doubled up and to promote variety
in the play of the game. As long as all the participating players agree, feel free to
experiment with running multiple instances of a Quest.

Q.Would it be possible to organize the Quests in some way, as opposed to just having them in
their current random order?

A.Well, theyre actually not in a random order: theyre in chronological order based on
when they were written, but your point is valid. The problem is, there are so many
different ways you could organize them!
The classification tag system introduced in this 3rd edition should help make the list
of Quests seem less disorganized.
One useful feature of listing the Quests in the order in which they were written and
added to the system, for those who like to think about such things, is that it clearly
shows the progression of our thinking with regards to what makes a good Quest. The
Book of Quests was slowly developed over a period of several years, and we were very
much making it up as we went along.

Q. What were the favorite Quests of the players who developed the Book of Quests?
A.Two Quests tied for the honor of most popular Quest, based on the number of times
they appeared in a game: Quest for Adventure (#16) and The Treasure Hunter
(#56). Quest for Adventure was popular because its a Traditional Quest, but you get
to choose from enough At Start options to make Gandalfs beard curl; and The Trea-
sure Hunter might be the ultimate treasure-looting Quest.
The interesting thing here is that Quest for Adventure is one of the most difficult
Quests in the book; no one who played it ever managed to win a game with it but
that didnt stop people from trying! The Treasure Hunter, on the other hand, is
about as well-balanced as a Quest can be.

Q. Are there any Quests that are particularly fun to play?


A.The one that stands out in this regard is The Spoiled Princess (#57), where the title
character truly comes to life. You wont enjoy playing this one as much as your oppo-
nents will enjoy watching you try they will probably laugh themselves silly com-
menting on your misadventures. But, precisely because of this, it is one of the most
satisfying Quests to win!

Q. Are there any Quests that are particularly interesting?


A.Travels of the Healer (#28) is a Travel Quest where, for the most part, all you do
is Move and Hide. You might think that this would be terribly boring, yet this Quest
is compelling and intriguing beyond all expectations, particularly when played on a
double board. Trying to figure out the most efficient route to visit the Dwellings is
a challenge; trying to travel that route can take you on an emotional roller coaster
alternating between elation and exasperation.

Page N7
Book of Quests Q&A

Q. What was the least popular Quest in the book?


A.Revenge of the Assassin (#37) Nobody wanted to play it. The Quests author played
it exactly once, and his reaction was the same as everyone else: Bleah! If we had
used any kind of review or voting process to choose what Quests to include, this one
would have been the first one cut.
I cant say why it was so unpopular; it has no obvious flaws. Most of the players
felt that playing as an assassin might be fun, but, for us, this Quest just wasnt the
answer.

Q.The Quests were designed by players who were using a double board and almost all of the
optional rules. How well will the Quests work for us mortals who usually only play with a
small set of the optional rules and a single set of board tiles?

A.Most Quests can work very well indeed on a single board, but because they were all
designed and developed on a double board, each of the Quests had to be playtested
on a single board to see what modifications were necessary. I was actually a bit sur-
prised at how many Quests worked fine on a single board with little or no modifica-
tion. But, a few Quests simply do not work at all on a single board, and a few require
certain optional rules to be in play.
There are three optional rules that deserve special consideration: Automatic Enchant-
ing, the Optional Combat Rules, and Enhanced Magic.
Automatic Enchanting is easily the most necessary optional rule, and, other than
the slight hassle of flipping tiles over every week, it is probably the easiest optional
rule to use. If you dont use it, youll have to come up with some sort of manifest
destiny house rule that automatically flips a map tile for a non-magic user whenever
it is necessary for him to do something required by his Quest and I think that such
a house rule would really detract from the game, possibly making certain Quests too
easy with non-magic characters. With Automatic Enchanting, a tile that a non-magic
character needs flipped over will eventually do so.
The Quests work best with the Optional Combat Rules, and those rules are therefore
recommended, but certainly not everyone will want to use them. They add some addi-
tional complexity, a lot of playing time, and remove the chess-like elegance of the
basic rules; in return they make combat more realistic, less predictable, and much
more challenging. But I have gone through the Quests looking for ways to make them
more compatible with the standard combat rules, and the ones that simply wont
work without the Optional Combat Rules have been clearly identified.
Enhanced Magic is a special case: some players may feel that the Quests play better
without it, even though we liked the rule and it was always in use during the Quests
original development. The Witch King, in particular, was often an annoying problem
for Quest designers in part because of his ability to use this rule to keep a veritable
stockpile of broomsticks on hand.

Page N8
Book of Quests Q&A

Q. Can the Book of Quests be used for a play-by-email (PBEM) game?


A.Yes, but it is not particularly suited to this type of game. The first two PBEM games
played with the Book of Quests revealed several problems:
The players complained of solitaire-like play, where everyone was off pursuing their
own Quest, ignoring what the other players were doing and having no opportunity or
incentive to cooperate with the other players. This problem can also occur in the reg-
ular Magic Realm PBEM games, but using the Book of Quests makes it much worse.
With many players participating, and many Quests in play, the players also found it
difficult to keep track of what all the other players were required to do which again
reinforces the solitaire-like play experience.
These two problems do not occur in face-to-face play (FTF). Few FTF games will have
10 or more players participating, and the interaction between a smaller number of
players sitting around the same table is always very high.

Q. Can the Book of Quests be used with RealmSpeak?


A.The short answer is: No. The Book of Quests is totally incompatible with the current
versions of RealmSpeak.
The ability of a Quest to change any aspect of the game, at any time (even during
a game), in any way imaginable, is a computer programmers worst nightmare. For
example: I could easily write a Quest in which a Treasure card comes to life, steals
a pony from the Lancers, rides the pony across the Magic Realm in search of the
Hoard, and, upon finding the Hoard, reverts to being a Treasure card and is added to
the top of the Hoards treasures while the pony turns into a demonic Unicorn that
will attack anyone attempting to locate the Hoard. Try programming all of that into
RealmSpeak!
But the long answer is that RealmSpeak developer Robin Warren is a fan of the Book
of Quests, and is, as of this writing, working on a way to incorporate at least some
aspects of the Book of Quests into RealmSpeak. How closely the final result will
resemble the Book of Quests remains to be seen. The system that he comes up with
may only be able to handle the simpler Quests, or it may be a completely different
system that merely draws its inspiration from the Book of Quests.

Q.In the At Start lists, workhorses seem undervalued. That is, the benefits that they provide
in the game would seem to make them much more valuable than the other At Start options
that can be selected instead of a workhorse. Why is this?

A.The Book of Quests was developed for the Optional Combat Rules, where workhorses
are highly vulnerable to almost any attack due to their slow speed. They are basi-
cally useless in combat, so their only value is their carrying capacity and bonus Move
phase.
If you play using the standard combat rules, then the workhorses are immune to many
attacks (Bats and Wolves, for instance) which makes them much more valuable.

(continued on next page)

Page N9
Book of Quests Q&A

The same is true of warhorses: they are nearly invulnerable under the standard com-
bat rules, but that is not true when the Optional Combat Rules are used. So they
will also appear to be undervalued in the At Start lists if you play with the standard
combat rules.
I could have developed separate At Start lists for each combat system, but that seemed
like too much work (and too much potential for confusion) for too little gain.

Q. Why are there so many restrictions on Bows in the At Start lists?


A.The Optional Combat Rules in the second edition of the Magic Realm rules greatly
increased the power of Bows, making them into near super-weapons that were highly
prized by almost every character, even if they had no special skill with archery weap-
ons. So the restrictions were necessary for play balance.
With the third edition of the Magic Realm rules, designer Richard Hamblen provided
a correction to the Optional Combat Rules that reduced the power of Bows, so the
restrictions on Bows in the At Start lists are probably no longer necessary.
And these restrictions on Bows also are not necessary if the standard combat rules are
used instead of the Optional Combat Rules.
But Im a firm believer in: If it aint broke, dont fix it so the various At Start lists
will remain unchanged. Continuity counts for a lot in a variant like this. No one really
wants to see a given Quest constantly being changed/improved/updated or otherwise
tweaked. If a Quest is going to be modified, there needs to be a compelling reason
for making the modification. Any future Quests, however, probably will not place so
many restrictions on selecting a Bow as an At Start option.

Q.Why is there no option for randomly choosing Quests and At Start options, to prevent
players from finding easy combinations of Quest, character, and At Start options and then
always playing with those?

A.The Quest system is not at all compatible with the perfect plan mentality. So many
things change from one game to the next that any player who tries that approach is
probably going to be terribly frustrated. Also, with the wide variety of Quests avail-
able each player will have several Quests that he is simply not interested in playing. A
player forced by a random draw to play a Quest he doesnt like wont be very happy.
Frankly, if you do find an easy combination of Quest, character, and At Start options
it would be a sign that the Quest is broken and needs some revision.

Q. Which is more advantageous: to be the first person to select a Quest, or to be the last?
A.This would be difficult to say, and may depend upon the individual player and what
plans that player might have for the game.
Being the first player to choose a Quest insures that you get exactly the Quest and
character(s) that you wish, which is always a good thing. Choosing last, on the other
hand, allows you to select a Quest that will not be interfered with by the other Quests
in play (or you can choose one that will greatly interfere with everyone else!). The
main drawback to choosing last is the limited selection of characters you will have to
choose from.

Page N10
Book of Quests Q&A

Q. How much does the game change when the Event Cards are used?
A.The Event Cards are actually pretty much neutral in their effect on the game. They
can be a lot of fun, but no one changes their tactics and strategies for a game simply
because Event Cards are or are not going to be used. They just dont have that much
of an effect.
Their most noticeable effect is that they give non-magic characters a way to enchant
map tiles; but magic characters can also use them in this way, and they also get all
that free color magic to use, so theres no real advantage to either group.
The comment in the rules about their usefulness as a play balance mechanism is sadly
overstated. No amount of Bad Luck cards can stop a character from winning the game,
and while the Good Luck cards do offer a solution to most problems, getting the card
you need, when you need it, is unlikely at best. They do offer hope to struggling
players, and sometimes just having hope is as important as anything else.

Q.There is a comment in the rules that states: The Event Cards are designed to be subtle in
their effects in order to prevent any one card from being able to influence the course of a
game too severely. What is so subtle about the Weapon Breaks! Event Card?

A.Yes, well Weapon Breaks! certainly generated a lot of discussion, and it went
through several revisions as we tried to find a way to make it work. This card actually
has much less effect on the game than you might expect, for two reasons.
First, there are only two Weapon Breaks! cards in a deck of 80 cards, so the chance
of a player drawing one during a game is not that great. In addition, the two Fate
Smiles cards will protect you from a Weapon Breaks! card played by someone else,
and if you hold (or have discarded) a Weapon Breaks! card yourself the chance that
some other character holds the other one is really slight.
Second, playing a Weapon Breaks! card has a number of potential drawbacks. There
are three main outcomes to playing a Weapon Breaks! card:
*The target character gains a free replacement weapon superior to the one that was
broken, when he otherwise might not be able to obtain such an improved weapon.
*The target character stops trying to win his Quest and instead concentrates on
making sure that you lose your Quest as well. Note that, while winning a Book of
Quests game can be hard, stopping some other player from winning can often be
quite easy, if you are willing to give up your own chance of victory as well. You
really dont want to give an opponent a reason to launch a personal vendetta like
this against you by breaking his weapon for no good reason.
*The target characters drive to victory is slowed somewhat by having a weapon
break, and theres probably not enough time left in the game for him to gain much
benefit from a free superior replacement weapon.
Of these three main outcomes, only the third one is beneficial to the character playing
Weapon Breaks! Thus experienced Quest players will often hold a Weapon Breaks!
card and only use it late in the game against someone who seems to be getting close
to winning the game. In many games a Weapon Breaks! card will never be played,
and in many others it may only be played once.
Weapon Breaks! does have its subtle effects as well. In the regular game, a char-
acter will often trade in his old weapon when obtaining a better weapon, but with
the Event Cards in play a character will usually want to hang onto his old weapon,
because a character who has traded for a better weapon could be a prime target for a
Weapon Breaks! card.

Page N11
Book of Quests Q&A

Q. Why is there no design for the back sides of the Event Cards?
A.When you play with the Event Cards, it is vital to keep the other players from know-
ing what cards you hold. If you print a design on the back side of the cards, printing
imperfections could lead to players being able to identify certain cards.

Q. Why are there no Spell cards for the additional spells that appear in some Quests?
A.Spell cards are not needed, since these additional spells are never distributed to Spell
Books or Artifacts in the setup. The only way these additional spells can be used dur-
ing a game is if the character playing the Quest selects some of them as part of his
starting spells.

Q.Can the spells in the Additional Spells for Quest Designers section be used with the regu-
lar game?

A.You should use caution in using these spells with the regular game; they were designed
to be interesting and not fair or balanced. In a Quest the special conditions can
keep a wild spell from dominating the game, but therell be no such protections in the
regular game. Plus, many of these spells have never actually been playtested; most
are just ideas put down for possible future use in designing Quests. Expect to do
some development work on them if you want to add them to the regular game.

Q. Can the Event Cards be used with the regular game?


A.The Event Cards should work OK in the regular game, although youll have to include
at least some of the rules for the companion natives.

Page N12
Designers Notes

Designers Notes
Once upon a time, a group of fanatical Magic Realm players found themselves burned-out by
the game.
Yes, I know that sounds impossible: Magic Realm is one of the most immersive fantasy games
ever designed, and it appears to be infinitely replayable. How could one ever get burned-out
by it?
And yet, it happened. We had been meeting at least once a month to play Magic Realm (with
the infamous 1st edition rules, no less) for over six years. We loved the game system, and
thought that Magic Realm was possibly the best game we had ever played. But we were ready to
put it away probably for good because the games just werent much fun anymore.
Despite all of the randomness and unpredictability built into the game system, our games were
becoming repetitious. We almost always knew what the other players were selecting for their
Victory Requirements, starting spells, etc., because they would select the same things that we
would select if we were playing their character. The tactics used by various characters were also
quite predictable: the Wizard would always have the Fiery Blast spell, the Swordsman would
always try to get a workhorse and go wolf hunting, etc.
In addition to being burned-out, we were frustrated. We knew the game had many interesting
spells that never seemed to get used; we knew that the fantasy literature that inspired Magic
Realm had countless heroes who did more than just run around killing monsters and looting
treasures; we knew that this great game system was capable of so much more than what we
were seeing in our games.
We were faced with a choice: stop playing Magic Realm altogether, or start looking for ways to
possibly improve it. We couldnt stand the idea that we might never play Magic Realm again, so
we chose the second option. The Book of Quests was born in that moment, but we could never
have imagined what our tinkering with the game system would eventually lead to.
Our first idea was to modify the Victory Point system, with the goal of creating a more interest-
ing game by preventing the characters from always choosing the same Victory Requirements.
Instead of pre-assigning Victory Points to specific categories, we created the following schedule
of things that could earn a character a victory point.
1 VP is earned for each of the following:
30 Gold
20 Notoriety
10 Fame
2 Spells Learned
1 Great Treasure
1 Location Entered
Then we created a listing of which of these things each character could use to score victory
points. The White Knight, for instance, could gain victory points only for Fame & Notoriety
gained from killing Dragons nothing else. In effect, we were declaring that the Dragons were
the enemies of the White Knight, and he would spend the game hunting them down wherever
they might be found. Treasures and gold obtained, and other monsters killed, gained no VP for
the White Knight. They were merely the means to accomplish his true goal of defeating the
Dragons.
The Dwarf could earn VP from killing Goblins, obtaining Great Treasures and gold, and entering
a Lost City. The Witch King could earn VP from learning Spells, from the Fame & Notoriety value
of any Spell Books or Artifacts that matched his Magic chits, and from entering a Shrine. Each
character received a customized VP schedule like this, reflecting his traditional enemies and/or
his primary interests.

Page N13
Designers Notes

The game suddenly got a lot more interesting: now each character had specific goals to work for,
goals that made particular sense for that character. They no longer just wandered about looking
for monsters to kill and treasures to loot. But this was clearly not a permanent solution: hunt-
ing Dragons with the White Knight was fun, logical, challenging, and a great improvement over
the regular game, but eventually wed get tired of always having to use him to hunt Dragons.
We began to realize that what was missing from Magic Realm was the story element. Here was
this tremendous game of fantasy exploration and combat but there was no story, no plot, no
goal. Wouldnt it be fun to have to rescue someone? Or hunt down and defeat some evildoer? Or
have a Dragon as a partner rather than an enemy? Or to play out any of the traditional situa-
tions found in fantasy literature?
This lack of a story element seemed a curious omission for a game that was dedicated to bring-
ing fantasy literature to life! What surprised us was just how easy it was to add the story ele-
ment.
The key moment came when, looking over our custom Victory Point schedules, we asked: Why
not separate these from the specific characters? Why not let any character try to defeat the
Dragons, instead of limiting this to just the White Knight? Why not forget the VP mechanism
completely, and just turn these into little stories describing what has to be done to win, why
youre doing it, and let each character chose a different story to play? Why not call these little
stories: Quests?
And so we created the very first version of the Book of Quests. By replacing just a single rule in
the regular game, and adding only a handful of new ones, our Magic Realm games were trans-
formed from the Sir Hack-a-lot style of play that is common to so many fantasy roleplaying
games, into adventures that truly began to bring fantasy literature to life, fulfilling the prom-
ise that was in Magic Realm from the very beginning. And where we had exhausted the regular
game in a little over 70 plays, we played over 100 Quest games and felt, at the time that our
group was unfortunately forced to break up, that we were just beginning to really understand
what the Quest system was capable of doing. We expected that the next 100 games we played
would be even better, and that we would eventually have a couple of hundred Quests to choose
from!
The first Quests were developed quickly. Our last custom Victory Point schedule is dated 30 May
84, and our first list of Quests is dated 1 Aug 84, so it only took two months to make the tran-
sition. Here is one of our first Quests:
QUEST #1:
You must destroy a Tremendous Flying Dragon, draw one Treasure Card from its
location, and return to the Inn.
ADVANTAGES:
If you are able to kill a Dragon of any type, you may go to a Chapel and receive 1
Knight as a Companion. The Knight received is the next to be normally hired. Only
1 Knight per game may be obtained in this way.
RESTRICTIONS:
None.
We had one page of rules, 18 Quests, and no titles. We also had 16 Event Cards already designed.
We had originally developed Event Cards for the regular game, inspired by their use in the SPI
fantasy boardgame The War of the Ring.

Page N14
Designers Notes

The requirement that a character return to a specific destination was present from the very
start. We put this in because we detested the untenable wins that occurred in the regular
game: situations in which the winning character would have no hope of surviving should the
game continue another day or two, but because the game ended (due to sudden death in the
1st edition rules, or the end of the month in the 2nd edition rules) he is automatically saved
and becomes the winner. We wanted a character to prove that he could get himself out of what-
ever trouble he might get himself into.
We didnt like the 1st editions Sudden Death victory conditions or the 2nd editions compli-
cated Victory Point formula method, so neither of these really influenced how we developed
the victory rules for the Quests. Once we started working with the Quests, the first player to
complete a Quest wins idea seemed to be the only workable victory method. This is a form
of sudden death, but it is not as objectionable as the sudden death of the 1st edition rules,
because you have to arrive at a specific destination to win. The thought that someone else
might be winning drives you to do things that you would never normally attempt; we never
found any other mechanism that could create this pressure and tension on a player.
We didnt give victory methods another thought until one of those rare occasions (in those dark
years before the Internet and E-mail) when we were able to make contact with a Magic Realm
player from outside of our group. When we sent this person a copy of the Book of Quests, her
immediate reaction was something along the lines of: Oh no! Youve brought back Sudden
Death! Yuck! This was a reaction that we were not expecting at all.
Her criticism, and our stunned reaction to it, led directly to the development of optional Rule
Q5.8 Extended Play. We felt that this rule was an improvement over our original sudden death
victory method, but we never used it in a game. It would have added too much playing time
to the game for us to ever be able to finish. This is also why we never adopted it as a standard
rule.
As we developed the Quests, we tried hard to confront the players with difficult decisions to
make, and with unusual situations to deal with. After we discovered that the Quests could
interact with each other in unpredictable ways, we made special efforts to encourage this, so
that each time the game was played it would be a unique experience. When you sit down to
start a game with the Quest system, you truly have no idea what will occur.
We never hesitated to add difficulties if we felt that a Quest was too easy; we felt that nothing
ruined a game more thoroughly than watching someone else waltz to an easy victory. But we
were very reluctant to change a Quest that seemed too hard. We learned that all of the players
occasionally found the appeal of attempting the near-impossible to be irresistible. Quest for
Adventure (#16), for example, was consistently popular with our gaming group, even though
no one ever managed to win a game with it!
Many of the Quest optional rules probably would have become standard rules had we thought
of them earlier. Rule Q5.4 does not work and should be avoided; use the Death Quest (#65)
instead. Rules Q5.7 and Q5.8 are truly optional.
The most controversial optional rule was Q5.1 Event Cards, mostly because of the Weapon
Breaks! card, but also because there was some feeling that the Event Cards as a whole were
just an unnecessary complication. But the Event Cards add an air of uncertainty to the game
that I believe is very beneficial. If you can always predict the future with exact certainty, the
game experience suffers.
Event Cards allow the unexpected to occur, and they do offer some hope for players having dif-
ficulties. And the very best reason to use the Event Cards is the chance to play the wonderful
Its Still Alive! card. In a tense face-to-face game, nothing can bring down the house faster
than a well-timed Its Still Alive! shouted, in unison, to the victim by all the other players in
their best B-movie shrieks of terror!

Page N15
Designers Notes

One problem we struggled with for many years was how to handle characters that died. We were
annoyed to discover that one of the best ways to win some of the Quests was to kill off your
current character and restart with a new one! When a character died, how could we keep the
player in the game without giving him an unfair advantage over the other players? We finally
came up with the Death Quest (#65). We made it optional because it was such an unusual
treatment, and we had no idea how well it might work, or how the players might react to it. As
it turned out, it worked beautifully, and once the players got used to it they accepted it fully.
Using the Death Quest is strongly recommended!
The Quests are also a convenient way to incorporate additions to the game. Consider spells,
for instance. Its easy to come up with new spells for the game; but if everyone starts making
up their own custom spell lists to play with, then soon we are all no longer playing the same
game. If, however, you package new spells inside a Quest (as we have done in several of our
later Quests) you get the benefit of playing with new spells without messing up the original
game system, and your Quest conditions can address any play balance problems. This same
technique will work with new monsters, treasures, Dwellings, etc.
There was one new type of Quest that we had planned on creating, but we never got beyond
the idea stage with it: the Competition Quest.
A Competition Quest would be played by two or more characters who are competing with each
other to accomplish the same goal. Unlike a Teamwork Quest, here the participating characters
are enemies to each other, and only one of them can win, but they would have to cooperate
with each other at times, because they are also competing against all of the other Quests in
play. A classic example of this situation from fantasy literature would be Gollum serving as
Frodos guide in The Lord of the Rings: a temporary alliance between two characters who are
totally opposed to one another.
We drew upon a wide array of source material when developing the Quests. Many of the Quests
contain a reference to their source material in their Notes sections, but we had three primary
sources that were particularly influential to all of our Quest designs.
The first primary source, which will be no surprise to anyone, was The Lord of the Rings and the
other tales of Middle-earth written by J. R. R. Tolkien. These should be familiar enough that I
will just summarize them as high fantasy with a seasoning of humor. Almost all of our work on
the Book of Quests was colored by our desire that it should fit seamlessly into the Tolkienesque
world of high fantasy.
Our second primary source was the Myth Adventure series of books written by Robert Asprin,
which are essentially the opposite of Tolkien: high humor with a seasoning of fantasy. At first
glance, the Myth Adventure stories appear to be just irreverent satires of high fantasy, but
they also contain many thoughtful and compelling elements. Skeeves confrontation with the
Archer, following their first contact with the enemy, is a perfect example: unexpected, emo-
tionally powerful, and not in the least satirical or humorous.
Our third primary source, however, may not be so well known: the Enchanter stories written
by L. Sprague de Camp and Fletcher Pratt. These marvelous stories combine high fantasy and
humor in equal amounts, and may actually have been our single most important inspiration. I
suspect that we were not the only ones to draw inspiration from them: I would wager a large
sum of gold that whoever designed the Woods Girl character was reading the Enchanter stories
at the time she is Belphebe brought to life; the similarity is far too striking to be mere coin-
cidence!
In our gaming group, we had a few players who never managed to make it through The Hobbit
or The Lord of the Rings but all of the regulars read the Enchanter stories! We had a couple of
well-worn paperback copies that were constantly passed around from player to player.

Page N16
Designers Notes

The Enchanter stories, all of which are novellas, have been published in a bewildering variety
of volumes through the years, and go in and out of print at irregular intervals. You should be
able to find copies in used bookstores, and your local library might even be able to track down
a hardcover to loan you. The best volume to get is The Complete Compleat Enchanter as it con-
tains all five of the stories co-authored by Pratt; other titles to look for include The Incomplete
Enchanter and The Compleat Enchanter. Other, newer, stories, written long after Pratts death in
1956, are found in The Enchanter Reborn and The Exotic Enchanter but are not quite as good.
Fletcher Pratt, interestingly enough, was one of us that is, a gamer. He created and pub-
lished rules for replaying naval battles with model warships. Wargames he ran in New York,
using these rules, would occasionally draw over fifty players. An Internet search for Fletcher
Pratts Naval War Game will turn up lots of information on this game. I like to think that he
would have been fascinated by Magic Realm.
We submitted an early, and very limited version of the Book of Quests to Avalon Hill in May,
1987 (only seven Quests were included). It was accepted for publication in their magazine, The
General, but the article never appeared.
Our gaming group broke up in the early 1990s: some players moved away, others gained family
commitments that left them with no time to play, and we also no longer had a place to set up a
full double-board game for the five to eight hours it took to play a game. Any thoughts we had
of trying to restart the group were completely abandoned when Avalon Hill went out of busi-
ness. Magic Realm, and the Book of Quests, were reluctantly stored away and almost forgotten.
In August, 2002, I discovered, purely by accident, the Magic Realm online community of play-
ers, and I was quite surprised to learn that people were still actively playing the game. The dust
and cobwebs were cleared off of my Magic Realm archives, and a hastily prepared 2nd edition of
the Book of Quests was made available for downloading in October of that year.
This improved and updated 3rd edition of the Book of Quests is long overdue, and Ive been
promising to get it finished real soon now for more years than I care to admit. Its a relief to
finally be able to make it available to the Magic Realm community.

Jay Richardson
Lindsborg, KS
2011

Page N17
Sample Game

A Sample Book of Quests Game


This is an account of a Book of Quests playtest game that was written several years ago. It
shows the Book of Quests at its best: providing a challenging game for all of the players,
capped by an extremely close finish. Of course, not every Book of Quests game will play out as
well as this one did, but this account will give you some idea of what you can expect when you
use the Book of Quests.
The game was a Standard Magic Realm game (single board) played under the 2nd edition Magic
Realm rules. All of the Advanced Rules, and all of the Optional Rules were used, except for
Optional Abilities and Quiet Monsters. All of the Book of Quest optional rules were used, except
for Q5.7, Q5.8, and Q5.10.
Note that Bows were far more powerful under the 2nd edition Optional Combat Rules than they
are in the current 3rd edition rules, so keep that in mind as you read this account.
The starting month was High Summer.
There were three Quests in this game:
19. In Search of the Magic Realm
Captain with Medium Bow, M2/M5 Pony, starting at the House.
26. T he Odd Couple
Amazon with T Troll, starting at the Inn.
73. O
 pposites
Thief (2nd level Swordsman) and Knight-Errant (2nd level White Knight),
starting at the Chapel.
All three Quests were assigned the same destination: the Guard house. It was way off in a far
corner of the board, and could only be reached by crossing the over the Ledges and passing
through the Deep Woods. It was the obvious choice, as the other three buildings were all within
seven clearings of each other. Choosing the Guard house insured that everyone would have a lot
of travelling to do; and with everyone moving to the same destination the stage was set for a
spectacular finish.
Heres how the game played out:
The Captain turned up the Lost City in the Borderland on his first move, but passed on by to
check out the Crag, where he turned up the Vault. He located the Vault on Day 4, fulfilling one
of his victory requirements: a treasure site in a Mountain tile other than the one containing
the Lost Castle.
The Opposites pair, meanwhile, decided that the Thief would lead and the Knight-Errant
would follow: the Thief would get his points from discoveries and Treks, while the Knight-
Errant would get his from battling monsters. They made it across the High Pass to score their
first Trek, and then headed for the Mountain. In the Mountain they turned up the Lost Castle
and immediately saw two Bats appear right on top of it.
The Optional Combat Rules make a Bat one of the deadliest monsters in the game, especially
when theres more than one around, so any thought of trying the Mountain Trek was imme-
diately abandoned. Besides, with any luck, the Bats might still be there when the Captain
arrived and he would not be pleased by that!
The Amazon did some looting at the Pool in the Borderland, both to get some treasures and
also to summon up lots of monsters to give the Captain fits when he eventually tried for the
Lost City. Once the Borderland was teeming with beasts, she departed and then discovered the
Hoard at the top of the Cliff. She spent two Days looting that without the T Flying Dragon ever
showing up (which she would not have wanted to fight).

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Sample Game

The Captain, disgusted at the huge number of monsters roaming around in the Borderland,
once again passed by the Lost City and went to the nearby Lair under the High Pass, hoping
that by the time he found the Lair, some of the Borderland monsters might have regenerated.
He then proceeded to make 16 Locate rolls in futile attempts to find the Lair, before finally
succeeding on the 17th try. At two phases per day in cave clearings, this wasted the better part
of two weeks! (He got chased out by monsters a couple of times, having to then Hide and move
back in to deal with them with his Medium Bow.) But he finally had a second victory require-
ment: a treasure site in a Caves tile other than the one containing the Lost City.
The Thief and Knight-Errant, having retreated from the Mountain, tried their luck in the Caves.
They made it through without much trouble, but the exit was a problem: the exit clearing in
the Borderland was occupied by a T Dragon and three Bats! But they decided to risk it: the
other characters were making good progress on their Quests, the Cavern Trek was out of play
because the Cavern tile was on the edge of the map with no exit, and the Crag tile, while rela-
tively safe for them, was a long way off. They did two Hides in the Caves, and used their bonus
Move to exit into the Borderland. Their luck held: they hid and the Thief had his second Trek.
Then, seeing what things were like in the Borderland, they went right back into the Caves.
This episode demonstrates how the Quest system can force you to take chances you might
never risk in the regular game; it also shows why the Trek rules require you to exit from your
ending clearing on certain Treks, rather than allowing you to just turn around and go back the
way you came.
Pairing the Amazon with the T Troll proved to be a mixed blessing: her extra Move (it applies to
horses, so it also applies when she rides the Troll) was immensely useful, but her Short Sword
was a liability. After they encountered the Lancers at a campfire and defeated them, she was
able to loot a Spear which made her much more effective in battles.
The Captain could finally avoid the Borderland no longer: his shortest path to victory was to
get the Lost City, then get the Lost Castle, then head off to the Guard house. And for all his
delaying, not one monster had regenerated back to the Set Up Card from the Borderland. Amaz-
ingly, considering all of the trouble he had finding the Lair, he moved into the Borderland, got
through the cave clearing to the Lost City, found it on the first try with a roll of snake-eyes,
and moved back out again with no trouble at all, never even failing a Hide. The Captain had
now fulfilled three of his four victory requirements.
The Lost Castle, however, was going to be a supreme challenge. He had to cross over the High
Pass and into the enchanted Ruins. There he would have to discover a hidden path, but waiting
for him in the Ruins was a stack of 12 Goblins (courtesy of those meddlesome Opposites), and if
they came over, the last 6 would join them so that all 18 wold be present in the same clearing!
Once through the Ruins and into the Mountain, he would then have to deal with the two Bats
sitting on the Lost City (they never regenerated either). Oh, and uh, also in the Mountain he
could possibly summon a Giant, the T Serpent, and both Demons
But, one doesnt play In Search of the Magic Realm expecting things to be easy, so off he
went.
The Opposites crew, back in the Caves, located the Statue for a discovery and then moved to
the Lair to loot it (the Captain had no time for looting). They quickly got both the Shielded
Lantern and the Deft Gloves so they looted almost everything from both the Lair and the
Statue. This gave them their Great Treasure, and after shuffling the treasures around between
them, they found themselves just a couple of points shy of victory.
About this time the Amazon, seeing the writing on the wall in the form of the others closing in
on their victory conditions, decided to take a chance and attack the Soldiers. She was success-
ful, and in looting their treasures found the Cloven Hoof, whose 40N value put her up to 159.
Victory! as soon as she could reach the Guard house.

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Sample Game

The Thief and Knight-Errant immediately started for the Guard house. Their plan was to move
through the Deep Woods and then split up at the last clearing, with one staying in the Deep
Woods to try and summon the last H Spider while the other moved into the Nut Woods to try
and draw the Wolves. The Spider they could kill easily for their victory; the Wolves would prob-
ably kill them but now they really had no choice. With the Amazon heading to victory they
had to find a couple of points somewhere and there was no time left in which to be careful.
The Captain, having just made it across the High Pass, turned around and raced back, deter-
mined to stop all of the others!
And then things got interesting.
Month 2, Day 2:
The Thief and the Knight-Errant, moving through the Deep Woods, got the monster roll they
needed. The last H Spider arrived in their clearing, they dispatched it and then had all of their
victory conditions fulfilled. They were two days travel away from the Guard house, and would
arrive with two extra phases available for hiding.
At this same time, the Amazon had just entered the Ledges exactly two days travel time
away from the Guard house.
The Captain, driving his faithful Pony to the limit of its endurance, was two clearings behind
the Amazon and with the Ponys bonus Moves, was also two days travel away from the Guard
house, and would have two extra phases available for searching when he arrived there.
Month 2, Day 3:
The Thief and Knight-Errant boogied towards the Guard house, ending up in the Oak Woods
which was safe because of a campfire in another clearing.
The Amazon crossed the Ledges and moved into the Nut Woods, where nothing appeared. She
had no phases to spare, so hiding was out of the question.
The Captain, playing nothing but Moves, charged across the Ledges and just managed to catch
up with the Amazon
All game long the Captain and the Amazon had been carefully avoiding each other, each one
well aware of the threat the other posed. The Amazon did not want to try her chances against
the Captains Medium Bow/Aim combination, while the Captain could imagine several conse-
quences if his first shot failed and most of them were unpleasant. But now, with the game on
the line, battle was joined!
The Captain played a Fight M3** to alert the Medium Bow and got off a mighty shot against
the T Troll, in spite of the presence of the infernal Cloven Hoof, hitting it with T damage. The
Troll, bellowing in rage and pain, raced from the clearing (away from the Guard house) with the
Amazon hanging on for dear life, screaming No, you idiot! Turn around! Attack!
The 25N penalty dropped the Amazon back to 134, not enough for victory, and the wounded
Troll would not be able to attack for the next two Days.
Month 2, Day 4:
The Amazon retreated to the Oak Woods campfire to rest, possibly draw on the Bashkars (tar-
gets), and to see if the game would continue or not.
The Thief and Knight-Errant made it to the Guard house and successfully hid.
The Captain arrived at the Guard house with two search phases to find hidden enemies, but
declined to use them, giving the victory to the Opposites crew.

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Sample Game

Postmortem:
The Captain had no chance to win the game at the end. He could only play the role of spoiler
and determine who would win (which he did in this case). Had I been playing the Captain in
a real game, I would not have interfered in the finish between the other two Quests but
because this was only a playtest game, the Captain just couldnt resist seeing what he might
accomplish vs. the Amazon and her Troll!
Without the Captains interference, this game would actually have been a tie between the Oppo-
sites and the Odd Couple. They would both have arrived at the Guard house on the same turn,
but the Amazon would have had no phases left to search for hidden enemies, and the Thief and
Knight-Errant would certainly not try to attack her and the T Troll! The only unknown factor is
whether the Guard would battle the Amazon, but she had enough gold to buy drinks and make
them Neutral, so this would not be likely.
Even if the Captain had found the Thief and Knight-Errant, there is no guarantee he would
have won that battle: the Thief can charge him to keep him from alerting his Medium Bow, so
it would have been Light Sword vs. Broadsword & Dagger.
And even if he does win that battle, hell never stop the Amazon. She had enough loot to sell
to hire most, if not all, of the Rogues. That gives her more than enough strength to defeat the
Captain, and she can wait for the Bashkars at the campfire, or attack the Guard, to gain back
her lost Notoriety and win. The Amazon could do all this much quicker than the Captain could
dash across the map, locate the Lost Castle, and get back to win (assuming he even survives the
attempt).
The Amazon, in retrospect, should have fought on foot against the Captain. She could have
used her Move M3* to charge the Captain and prevent him from alerting the Bow in the first
round, which would have caused all sorts of problems for him.
The Captain targeted the Troll rather than the Amazon, because he wanted to drive them off
and end the battle. A wound or serious wounds result against the Amazon would have left him
vulnerable to losing the Pony, or being picked up by the Troll and torn to pieces.
All of the characters drew a number of Event Cards, but only the Thief and Knight-Errant
specifically stopped at a Dwelling for that purpose (on the first turn, while they waited for
the others to move away from where they wanted to go). Only two Event Cards were actually
played, and neither had any effect on the outcome of the game.
I was pleased by the performance of all three Quests, and plan no further modifications to
them. It was especially gratifying to see The Odd Couple finally play in the manner that was
originally envisioned (this was the first playtest of the Survival Instinct modification). There
were several attacks on the Troll that had a slight chance of T damage, but they all failed; and
there were a couple of battle opportunities that the Amazon avoided, because the danger to
the Troll was too high. They attacked two native groups, which is not excessive for this Quest.
The Captain would have needed at least six weeks to win, which is about right: its almost
impossible to do before someone else finishes their Quest, closely matching the difficulty of
the original Double Magic Realm version. In Search of the Magic Realm is almost impossible
to win, but that was never seen as a flaw in the Quest; the challenge of trying to win against
nearly impossible odds is what gives the Quest its appeal. Players who dont care for that kind
of challenge have plenty of other Quests to choose from.
Opposites produced quite a varied adventure, with exploring, battling, and looting all playing
a large role.

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Notes for Quest Designers

LEXICON
New terms introduced by the Book of Quests:
additional bounty points
Alternative Quest
At Start option
Book of Quests
companion
destination
Double Magic Realm
Event Card
Magical Treasure
minor character
native band
native group
native type
permanent wound
Quest
Standard Magic Realm
Teamwork Quest
Traditional Quest
Trek

AT START VALUES FOR QUEST DESIGNERS


Listed below are suggested gold values for the common At Start elements. When designing a
Quest, you should try to keep each At Start option equal in value to the others.
Gold Item
60 3 weapon/armor counters
40 2 weapon/armor counters
30 weapon/armor counter
20 armor counter
20 Light or Medium weapon/armor counter
10 Light or Medium weapon/armor counter (excluding Bows)
30 Immunity From Curses
30 warhorse
30 pony
10 workhorse
10 Heavy non-flying Dragon
10 Wolfhound
10 1 companion
10 1 spell

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Notes for Quest Designers

Character Special Advantages


for Quest Designers
Items marked with an asterisk (*) are from the original characters.
ADROITNESS . . . . . . . . . . . . roll one die for Stumble rolls
* AIM . . . . . . . . . . . . . . . . . . subtract one from missile rolls
* ARCHER . . . . . . . . . . . . . . . roll one die for Bow and Crossbow missile rows
ARTFULNESS . . . . . . . . . . . . subtract one from Stumble rolls
* AURA OF POWER . . . . . . . . . extra Enchant phase
* BARTER . . . . . . . . . . . . . . . . roll one die for Trade rolls
* BERSERK . . . . . . . . . . . . . . . special chit
CAJOLE . . . . . . . . . . . . . . . . subtract one from Trade rolls
* CAVE KNOWLEDGE . . . . . . . . roll one die for Hide, Meeting, and Search rolls in cave clearings
* CLEVER . . . . . . . . . . . . . . . . choose when to take turn
* CONCEALMENT . . . . . . . . . . . roll one die for Hide rolls
DEXTROUS . . . . . . . . . . . . . . subtract one from Fumble rolls
DISCERNING . . . . . . . . . . . . subtract one from Peer rolls
* DISEMBODIED . . . . . . . . . . . use Magic Sight
ELOQUENCE . . . . . . . . . . . . . roll one die for Hire rolls
* ELUSIVENESS . . . . . . . . . . . . extra Hide phase
ETHEREAL . . . . . . . . . . . . . . roll one die for Magic Sight rolls
* EXPERIENCE . . . . . . . . . . . . know all hidden paths and secret passages as discoveries
* FAMILIAR . . . . . . . . . . . . . . invisible companion
FAR REACHING . . . . . . . . . . may do the remote Enchant activity
FARSEEING . . . . . . . . . . . . . may do the enhanced Peer activity
* FEAR . . . . . . . . . . . . . . . . . roll one die for Meeting rolls
GIFT OF HEALING . . . . . . . . . extra Rest phase
* HEALTH . . . . . . . . . . . . . . . . extra Rest phase
* HEAVENLY PROTECTION . . . . . Demons and Imps may not block or attack
* HONOR . . . . . . . . . . . . . . . . subtract one from Meeting rolls
INTIMIDATION . . . . . . . . . . . subtract one from Hire rolls
* KNOWLEDGE . . . . . . . . . . . . subtract one from Reading Runes rolls
* LEARNING . . . . . . . . . . . . . . roll one die for Reading Runes rolls
* LORE . . . . . . . . . . . . . . . . . roll one die for Reading Runes rolls
* MAGICAL PARAPHERNALIA . . extra Alert phase
MOUNTAINEER . . . . . . . . . . . roll one die for Hide, Meeting, and Search rolls in mountain clearings
MYSTIC RENEWAL . . . . . . . . . two extra Rest phases if no activity other than Rest
* PEACE WITH NATURE . . . . . . turn Sound and Warning chits face down
PERCEPTIVE . . . . . . . . . . . . . roll one die for Peer rolls
POWERS OF PROPHECY . . . . . cast Prophecy spell
PRESCIENCE . . . . . . . . . . . . extra Alert phase
PUGNACITY . . . . . . . . . . . . . extra Trade phase
RANGER . . . . . . . . . . . . . . . follow and/or spy hidden characters
* REPUTATION . . . . . . . . . . . . extra phase in Dwelling
RIDER . . . . . . . . . . . . . . . . . extra Move phase when riding a horse
* ROBUST . . . . . . . . . . . . . . . extra Rest phase
SAGACIOUS . . . . . . . . . . . . . roll one die for Locate rolls
SAVVY . . . . . . . . . . . . . . . . . roll one die for Loot rolls
SCOUT . . . . . . . . . . . . . . . . extra Search phase

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Notes for Quest Designers

* SHORT LEGS . . . . . . . . . . . . no sunlight phases; rest two asterisks per Rest phase
SKILL . . . . . . . . . . . . . . . . . extra Alert phase
SMART . . . . . . . . . . . . . . . . subtract one from Locate rolls
SMITHERY . . . . . . . . . . . . . . repair damaged armor counters at Midnight in Dwelling
* STAMINA . . . . . . . . . . . . . . . extra Move phase
STRENGTH . . . . . . . . . . . . . . subtract one from Loot rolls
TENACITY . . . . . . . . . . . . . . extra Hire phase
* TRACKING SKILLS . . . . . . . . roll one die for Hide, Meeting, and Search rolls in woods tiles
WARRIOR . . . . . . . . . . . . . . roll one die for Fumble rolls

Additional Spells for Quest Designers


This list contains spells that may be used when designing new Quests. They should not be
added to the standard spells listed in the rule book many of these new spells have unusual
effects and would probably unbalance the game if made available for use by any spellcaster.
Quests #65 and #67 demonstrate how these spells are meant to be used.

TYPE I SPELLS

PROTECTION FROM MISSILES (I/WHITE), one character, Phase: The target character is pro-
tected from missile attacks for one round of combat. He keeps the spells Magic chit to
represent its effect, and he activates it like an item (see Rule 4.6.7f). When activated, any
missile attack that would normally hit the target character hits the attacker instead. If the
attack intercepts the target character, it is resolved as intercepting the attacker. If the
attack undercuts the target character, it is resolved as undercutting the attacker, even if its
attack time would not normally be fast enough to undercut the attackers move time. At the
end of the round, the spell expires.
(Wizard REVERSE MISSILES, 12/90)

RESTORE TO LIFE (I/WHITE), one dead native, Instant: This spell cannot be cast in the
first round of combat in a clearing. The target native returns to play, unassigned. The native
retains any hired or companion status it may have had. This spell may only be cast on a
native that was killed in the preceding round of combat.
(Barbarian Kings RAISE UNITS, 12/90)

TYPE II SPELLS

CALL UPON SPIRIT (II/GREY), the spellcasters clearing, Combat: A Ghost (chosen ran-
domly) immediately appears in the spellcasters clearing, unassigned. The spellcaster may
use the ghost as a hired native. When the spell expires, the Ghost regenerates. Only a dead
or uncontrolled Ghost may be called.
(12/90)

LEVITATION (II/GREY), one character, native, or monster, Instant: The spellcaster may
immediately move the target into any clearing in the spellcasters hex tile. When a target
levitates, all his belongings, including his horses, levitate with him. Exception: This spell
cannot be cast in a cave clearing, and the target may not be moved into a cave clearing.
(12/90)

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Notes for Quest Designers

READ MIND (II/GREY), one character, Day: The spellcaster may look at the target charac-
ters recorded turn before recording his own. This spell may be cast on any character in the
game, even one not in the spellcasters clearing.
(Barbarian Kings CLAIRVOYANCE, 12/90)

REVEAL TRAIL (II/GREY), the spellcasters clearing, Day: This spell may only be cast in a
non-cave clearing. The spellcaster creates a temporary hidden path from his clearing to any
other non-cave clearing on the same hex tile. The spellcaster, and anyone following him,
may move along this hidden path during his turn (he does not need to search for it). The
hidden path may be used by anyone else who can discover it. It disappears when the spell
expires.
(4/92)

SUMMON CHALLENGER (II/GREY), one uncontrolled Tremendous monster, Instant: Com-


bat immediately ceases in the spellcasters clearing. All other spells that have not yet come
to life are cancelled, all individuals disengage, and red-side-up Tremendous monsters release
their targets and flip back over. All uncontrolled monsters in the clearing, other than the
spells target, immediately flee to other clearings in the map tile. Each of these monsters
must randomly choose which clearing they will move to; they do not move as groups and all
must end up in some other clearing. Then all characters in the clearing may automatically
run away along any roadway (do not roll on the Stumble table).
The spellcaster then chooses any Tremendous monster that is currently out of play (on the
Set Up Card or dead) and places it in the clearing. Begin a new set of combat rounds in
which the spells target is the defender, and the summoned monster is the attacker. Charac-
ters and hirelings who remain in the clearing are automatically hidden and may not partici-
pate in these combat rounds. Combat rounds continue until one or both of the Tremendous
monsters are dead, at which point combat is finished in this clearing for this day. Combat
cannot end until at least one of the monsters is dead.
(The Golden Voyage of Sinbad, 11/02)

TYPE III SPELLS

EMPATHY (III/GOLD), one character other than the spellcaster, Instant: The spellcaster
may help heal the target character by absorbing wounds and fatigued asterisks from the tar-
gets action chits. The target immediately returns these action chits to play. The spellcaster
suffers wounds and fatigued asterisks equal to one half the total he absorbed, rounded up.
The spellcaster is not required to absorb all of the targets wounds and fatigue.
Example: The Captain has three wounds and four fatigued asterisks. The
spellcaster chooses to absorb two wounds and three asterisks. The Captain
immediately returns two wounded chits and three asterisks to play; the
spellcaster must wound one of his own chits and fatigue two asterisks.
(DragonQuest SPELL OF EMPATHY, 12/90)

ESTABLISH WARDS (III/GOLD), the spellcasters hex tile, Day: The spellcaster automati-
cally finds hidden enemies for any individuals who execute a phase in the target hex tile.
(12/90)

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Notes for Quest Designers

SPEAK TO BEAST (III/GOLD), one Medium or Heavy uncontrolled monster, Instant: The
spellcaster links his mind with that of the target and wills the beast to withdraw. The target
immediately regenerates.
(12/90)

TRANSMIGRATION (III/GOLD), the spellcasters hex tile, Instant: When this spell is cast
in a Woods hex tile, the spellcaster may immediately exchange that hex tile with any other
Woods tile on the map. The chits and occupants of both tiles travel along with them. Each
tile takes the same orientation as the one it replaces. In Double Magic Realm, this spell may
also be cast in a Deep Woods hex tile, causing the two Deep Woods to exchange places.
(12/90)

TYPE IV SPELLS

OPEN PASSAGEWAY (IV/PURPLE), the spellcasters clearing, Day: This spell may only be
cast in a cave clearing. The spellcaster creates a temporary secret passage from his clearing
to any other cave clearing on the same hex tile. The spellcaster, and anyone following him,
may move along this secret passage during his turn (he does not need to search for it). The
secret passage may be used by anyone else who can discover it. It disappears when the spell
expires.
(DragonQuest SPELL OF TUNNELING, 12/90)

PROTECTION FROM HARM (IV/PURPLE), one character, Phase: The target character is pro-
tected from striking and missile attacks for one round of combat. He keeps the spells Magic
chit to represent its effect, and he activates it like an item (see Rule 4.6.7f). When acti-
vated, it prevents striking and missile attacks from inflicting harm on him or his armor. At
the end of the round, the spell expires.
(12/90)

TELEPORT (IV/GREY), one character, native, or monster, Instant: The target teleports to
any clearing of your choice. When an individual teleports, he is released from any spells that
have not yet gone into effect.
(12/90)

TYPE V SPELLS

DEATH (V/BLACK), one native, Attack: If the spell hits, the target native is immediately
killed.
(Barbarian Kings KILL WIZARD OR HERO, 12/90)

DRAIN LIFE (V/BLACK), one native, Attack: If the spell hits, all of the spellcasters fatigued
and wounded action chits are activated. The target native is killed, and the spellcaster may
not cast any more spells for the remainder of the day. This spell affects only those chits that
are already inactive it does not affect fatigue and wounds that are inflicted during the
current round of combat. This spells strength is equal to the Power of the Pit results that
affect action chits (it does not conflict with the other Power of the Pit results). Special: This
spell breaks the Wither Curse on the spellcaster.
(DragonQuest SPELL OF LIFE DRAINING, 12/90)

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Notes for Quest Designers

FEAR (V/BLACK), any number of character(s), native(s), and/or monster(s), Instant: The
targets may not attack in the current round of combat. They remain assigned and maneuver
normally, but will not inflict any harm.
(DragonQuest SPELL OF FEAR, 12/90)

INFLICT PERMANENT WOUND (V/BLACK), one character, Attack: If the spell hits, the target
character must immediately remove one active action chit as a permanent wound. The target
character chooses the chit to be removed. Chits with two asterisks must be selected before
chits with one asterisk, and chits with one asterisk must be selected before chits without
asterisks. Armor offers no protection against this spell.
(1/91)

INFLICT WOUNDS (V/BLACK), one character, Attack: If the spell hits, the target character
must immediately wound two action chits. The spellcaster chooses one of the chits to be
wounded and the target chooses the other. Armor offers no protection against this spell.
(DragonQuest SPELL OF CAUSING WOUNDS, 12/90)

SUMMON DEMON (V/BLACK), the spellcasters clearing, Combat: A Demon (chosen ran-
domly) immediately appears in the spellcasters clearing, unassigned. If the Pentangle spell
is currently in effect on the spellcaster, the spellcaster controls the Demon. When the spell
expires, the Demon regenerates. A controlled Demon may not be summoned.
(12/90)

SUMMON THE DEAD (V/BLACK), one dead native or one dead monster, Day: This spell
cannot be cast in the first round of combat in a clearing. The target returns to the game,
unassigned, as a hired native of the spellcasters. The target is removed if killed again, or
when the spell expires. This spell may only be cast on a native or monster that was killed in
the preceding round of combat.
(Barbarian Kings RAISE UNITS, 12/90)

SUSPEND TIME (V/BLACK), one character, native, or monster, Day: The target is frozen
in place. He takes no further part in the days combat and cannot be harmed or attacked.
Denizens assigned to him become unassigned. The target cannot move, block, be blocked, or
execute any phases on the following day.
(Talisman IMMOBILITY, 12/90)

TERROR (V/GREY), the spellcasters hex tile, Permanent: Each time a character ends a
phase of his turn in the tile, he must fatigue one asterisk. If he is blocked in the tile before
completing his turn, he must also fatigue asterisks for the phases he cancelled.
(Talisman HEX, 12/90)

TYPE VI SPELLS

ALCHEMY (VI/PURPLE), one weapon/armor counter or one Treasure card, Instant: The
target is removed from the game. If the target is a weapon/armor counter, the spellcaster
receives gold equal to one half its gold price (rounded down). If the target is a Treasure
card, the spellcaster receives gold according to the targets weight: Tremendous = 10, Heavy
= 5, Medium = 3, Light = 2. This spell may only be cast on the spellcasters own belong-
ings.
(12/90)

Page N27
Notes for Quest Designers

CAPTURE SPELL, (VI/PURPLE), one Artifact or Spell Book that the spellcaster has active,
Permanent: This spell cannot be cast in the first round of combat in a clearing. When the
spellcaster names the target, he must also name a spell cast by another character anywhere
in his hex tile in the preceding round of combat. This spell and its Magic type are added to
the target. This spell is a variation of the Enchant Artifact spell. The four rules concerning
the use of Enchant Artifact (page 116 in the 3.1 edition rulebook) also apply to this spell.
(Talisman SPELL CALL, 12/90)

CREATE SPECTER (VI/PURPLE), the spellcasters clearing, Combat: The spellcaster creates
a specter in his clearing. The specter receives a Melee Section of its own. It may lure one
uncontrolled denizen in each round of combat. Combat is never resolved between the spec-
ter and any denizen it lures; the specter serves only to keep that denizen from attacking
someone else.
(12/90)

DISGUISE (VI/PURPLE), any number of character(s), Day: This spell allows the target char-
acter to always use the Friendly column when rolling on either the Meeting Table or the
Commerce Table. The Friendly column must be used, even if the character would normally
use the Ally column. If a character hires natives while disguised, he must then renew the
spell each day, in the first round of combat, as long as any of those hired natives remain in
his clearing. If he fails to renew the spell, any natives in his clearing that he hired while
disguised immediately become unhired.
(Mike Decker from Myth Adventures, 4/92)

ENCHANT CLEARING (VI/any), the spellcasters clearing, Permanent: This spell creates a
permanent source of color magic in the target clearing. All rules pertaining to Enchanted
cards apply, except that this source may never be moved. To create this source, the spell
must be cast successfully three days in a row, by the same spellcaster using the same color
magic each time. The source appears at Midnight on the third day. It supplies the same color
magic as was used to create it.
The three days of spellcasting must be consecutive. If a day is missed for any reason, includ-
ing a day skipped because of bad weather, the previous spells are broken. The spellcaster
would then have to start the three day sequence over again.
Special: Unlike other Permanent spells, Enchant Clearing does not require any color magic to
energize it once the source has been successfully created. The source will supply color magic
to the clearing every day for the remainder of the game.
(12/90)

TYPE VII SPELLS

OPEN LOCKED DOOR (VII/any), Vault or Crypt of the Knight, Day: The spellcaster can loot
the target treasure site. This spell will keep the Crypt of the Knight open throughout the
spellcasters turn. He does not need to cast it once for each Loot roll. This spell opens the
Vault permanently.
(DragonQuest SPELL OF OPENING, 12/90)

UNEARTHLY SPEED (VII/PURPLE), one character, Day: The target character can record and
do two extra Move activities during his turn.
(Talisman TEMPORAL WARP, 12/90)

Page N28
Notes for Quest Designers

TYPE VIII SPELLS

BLOCK ROADWAY (VIII/GREY), one roadway, hidden path, or secret passage, Day: The
spellcaster may cast this spell on any roadway leading out of his clearing, or on any hid-
den path or secret passage leading out of his clearing that he has recorded as a discovery.
Movement through that roadway, path, or passage is not allowed until the spell expires.
Characters may run away normally.
(Talisman BARRIER, 12/90)

HINDER (VIII/GREY), one character, Day: The target character may not execute any sun-
light or sheltered phases on his next turn.
(Wizard SLOW MOVEMENT, 12/90)

HYPNOTIZE (VIII/GREY), one native, Day: The spellcaster controls the native as if he were
a hired native. Special: When this spell is cast by an Artifact or Spell Book, the native is
controlled by the character who holds the item. When no character holds the item, the spell
is nullified.
(Talisman MESMERISM, 12/90)

PITCH MIDDEN (VIII/GREY), one character, native, or monster, Attack: This spell can only
be cast in a Dwelling. If the spell hits, the target is plastered with a glob of muck from the
Dwellings midden, which increases all of the targets move and attack times by +1 for the
remainder of the day. The effect is cumulative: each time this spell hits, the target receives
another +1 penalty. The targets attack or spell for the current round is also cancelled, if it
has not yet been resolved.
(Skeeve uses this technique in one of the early Myth Adventure books, 11/02)

SLOW MOTION (VIII/PURPLE), one character, native, or monster, Instant: The targets
move and attack times are increased by +2 for the current round of combat.
(Wizard SLOW MOVEMENT, 12/90)

Page N29
Components
Components
The following pages contain masters for the Event Cards (optional Rule Q5.1) and a Book of
Quests Personal History sheet.
To make an Event Card deck, print one copy of each Event Card master onto colored cover-
weight stock or card stock and cut them out to make a deck of 80 cards. No back side design is
provided for these cards.
The Personal History Sheet can record discoveries for a Double Magic Realm game (two com-
bined game sets), and can handle three months of moves. Book of Quests games played with
optional Rule 10.D.1 Seasons and Weather can occasionally run into a 3rd month if the weather
is really bad.
Only one space is provided for each days moves. This works quite well if you write your moves
in short form.
For example:
M-CV4 M-MW2 M-OW4 H
can be easily shortened to:
4 2 4 H
If your planned move sequence could apply to more than one path from your present clearing,
then just add a tile ID to the last move:
4 2 OW4 H
With a little care, the short form is just as precise as the long form, but it takes far less time
and space to write out.
GOOD LUCK GOOD LUCK

Fate Smiles Fate Smiles


EVENT CARD 101 EVENT CARD 101

GOOD LUCK GOOD LUCK

A Second Chance A Second Chance


EVENT CARD 102 EVENT CARD 102

GOOD LUCK GOOD LUCK

Escape! Escape!
EVENT CARD 103 EVENT CARD 103

GOOD LUCK GOOD LUCK

Find Unexpected Find Unexpected


Concealment Concealment
EVENT CARD 104 EVENT CARD 104

GOOD LUCK GOOD LUCK

Hidden Path Hidden Path


Revealed
EVENT CARD 105
Revealed
EVENT CARD 105
GOOD LUCK GOOD LUCK

Secret Passage Secret Passage


Revealed
EVENT CARD 106
Revealed
EVENT CARD 106

GOOD LUCK GOOD LUCK

Find Shelter Find Shelter


EVENT CARD 107 EVENT CARD 107

GOOD LUCK GOOD LUCK

Wander Wander
EVENT CARD 108 EVENT CARD 108

GOOD LUCK GOOD LUCK

Forced March Forced March


EVENT CARD 109 EVENT CARD 109

GOOD LUCK GOOD LUCK

Renewed Renewed
Strength
EVENT CARD 110
Strength
EVENT CARD 110
GOOD LUCK GOOD LUCK

Battle Frenzy Battle Frenzy


EVENT CARD 111 EVENT CARD 111

GOOD LUCK GOOD LUCK

Make a Wish Make a Wish


EVENT CARD 112 EVENT CARD 112

GOOD LUCK GOOD LUCK

Gain a Gain a
Companion
EVENT CARD 113
Companion
EVENT CARD 113

GOOD LUCK GOOD LUCK

Befriended Befriended
by Ogre
EVENT CARD 114
by Ogre
EVENT CARD 114

GOOD LUCK GOOD LUCK

Befriended Befriended
by Wolf
EVENT CARD 115
by Wolf
EVENT CARD 115
GOOD LUCK GOOD LUCK

Secret Summons Secret Summons


EVENT CARD 116 EVENT CARD 116

GOOD LUCK GOOD LUCK

Hidden Treasure Hidden Treasure


Unveiled Unveiled
EVENT CARD 117 EVENT CARD 117

GOOD LUCK GOOD LUCK

Interpret Interpret
Ancient Runes
EVENT CARD 118
Ancient Runes
EVENT CARD 118

GOOD LUCK GOOD LUCK

Find Enchanted Find Enchanted


WeaponEVENT CARD 119
Weapon
EVENT CARD 119

GOOD LUCK GOOD LUCK

Magical Vision Magical Vision


EVENT CARD 120 EVENT CARD 120
BAD LUCK BAD LUCK

Fate Frowns Fate Frowns


EVENT CARD 201 EVENT CARD 201

BAD LUCK BAD LUCK

Invoke a Curse Invoke a Curse


EVENT CARD 202 EVENT CARD 202

BAD LUCK BAD LUCK

Weapon Breaks! Weapon Breaks!


EVENT CARD 203 EVENT CARD 203

BAD LUCK BAD LUCK

Permanent Permanent
Spell Fizzles
EVENT CARD 204
Spell Fizzles
EVENT CARD 204

BAD LUCK BAD LUCK

Sudden Tempest Sudden Tempest


EVENT CARD 205 EVENT CARD 205
BAD LUCK BAD LUCK

Pilfer a Prize Pilfer a Prize


EVENT CARD 206 EVENT CARD 206

BAD LUCK BAD LUCK

The Guardian The Guardian


Awakes EVENT CARD 207
Awakes EVENT CARD 207

BAD LUCK BAD LUCK

Its Still Alive! Its Still Alive!


EVENT CARD 208 EVENT CARD 208

BAD LUCK BAD LUCK

Lame Horse Lame Horse


EVENT CARD 209 EVENT CARD 209

BAD LUCK BAD LUCK

Illness Strikes! Illness Strikes!


EVENT CARD 210 EVENT CARD 210
RANDOM RANDOM

White Magic White Magic


EVENT CARD 301 EVENT CARD 301

RANDOM RANDOM

Grey Magic Grey Magic


EVENT CARD 302 EVENT CARD 302

RANDOM RANDOM

Gold Magic Gold Magic


EVENT CARD 303 EVENT CARD 303

RANDOM RANDOM

Purple Magic Purple Magic


EVENT CARD 304 EVENT CARD 304

RANDOM RANDOM

Black Magic Black Magic


EVENT CARD 305 EVENT CARD 305
RANDOM RANDOM

All Magic Colors All Magic Colors


EVENT CARD 306 EVENT CARD 306

RANDOM RANDOM
Monster Monster
Migration
EVENT CARD 307
Migration
EVENT CARD 307

RANDOM RANDOM
Changing Changing
Fortunes
EVENT CARD 308
Fortunes
EVENT CARD 308

RANDOM RANDOM

Restless Natives Restless Natives


EVENT CARD 309 EVENT CARD 309

RANDOM RANDOM

Eerie Stillness Eerie Stillness


EVENT CARD 310 EVENT CARD 310
Personal History Sheet NOTES

Quest:

Character: Companions:

Starting at: Destination:

Natives:

Month: FAME NOTORIETY GOLD


REQUIRED REQUIRED REQUIRED

1
2 CURRENT CURRENT CURRENT

3
4
5
6
varies 7
8
9
10
11
12
13
GREY 14
15
16
17
18
19 Activities
20 HIDE H
MOVE M
PURPLE 21 SEARCH S
22 TRADE T
REST R
23 ALERT A
24 HIRE HR
FOLLOW F
25 EM
ENCHANT
26 E
PEER P
27 FLY F
GOLD 28 Remote
RS
SPELL
Seventh day of each week: monsters regenerate, color magic present, new weather at Midnight CACHE C
Spells Discoveries
GAME SET #1 GAME SET #2
NAME:
SPELL

HIDDEN PATHS HIDDEN PATHS

TYPE: COLOR: CLIFF 2-5 CLIFF 2-5


CLIFF 2-5 CLIFF 2-5
CRAG 2-3 CRAG 2-3
NAME:
SPELL

CRAG 2-3 CRAG 2-3


TYPE: COLOR: DEEP WOODS 1-4 DEEP WOODS 1-4
DEEP WOODS 3-6 DEEP WOODS 3-6
DEEP WOODS 3-4 DEEP WOODS 3-4
NAME:
SPELL

DEEP WOODS 3-6 DEEP WOODS 3-6


DEEP WOODS 4-6 DEEP WOODS 4-6
TYPE: COLOR:
LEDGES 1-3 LEDGES 1-3
LEDGES 4-6 LEDGES 4-6
NAME: LEDGES 1-3 LEDGES 1-3
SPELL

LEDGES 4-6 LEDGES 4-6


TYPE: COLOR:
MOUNTAIN 4-6 MOUNTAIN 4-6
MOUNTAIN 3-6 MOUNTAIN 3-6
NAME: MOUNTAIN 5-6 MOUNTAIN 5-6
SPELL

RUINS 1-5 RUINS 1-5


TYPE: COLOR: RUINS 1-2 RUINS 1-2
RUINS 1-4 RUINS 1-4
RUINS 2-6 RUINS 2-6
NAME:
SPELL

SECRET PASSAGES SECRET PASSAGES


TYPE: COLOR:
BORDERLAND 4-5 BORDERLAND 4-5
BORDERLAND 4-5 BORDERLAND 4-5
NAME: CAVERN 1-4 CAVERN 1-4
SPELL

CAVERN 3-5 CAVERN 3-5


TYPE: COLOR:
CAVERN 1-2 CAVERN 1-2
CAVERN 4-5 CAVERN 4-5
NAME: CAVES 2-3 CAVES 2-3
SPELL

CAVES 1-6 CAVES 1-6


TYPE: COLOR: CLIFF 3-6 CLIFF 3-6
CLIFF 3-6 CLIFF 3-6
CRAG 1-6 CRAG 1-6
NAME:
SPELL

CRAG 4-5 CRAG 4-5


TYPE: COLOR: MOUNTAIN 1-4 MOUNTAIN 1-4
RUINS 3-6 RUINS 3-6

NAME: SPECIAL CARDS SPECIAL CARDS


SPELL

CRYPT OF THE KNIGHT CRYPT OF THE KNIGHT


TYPE: COLOR:
ENCHANTED MEADOW ENCHANTED MEADOW
TOADSTOOL CIRCLE TOADSTOOL CIRCLE
NAME:
SPELL

TREASURE LOCATIONS TREASURE LOCATIONS

TYPE: COLOR: ALTAR (1) ALTAR (1)


CAIRNS (5) CAIRNS (5)
HOARD (6) HOARD (6)
NAME:
SPELL

LAIR (3) LAIR (3)


POOL (6) POOL (6)
TYPE: COLOR:
SHRINE (4) SHRINE (4)
STATUE (2) STATUE (2)
NAME: VAULT (3) VAULT (3)
SPELL

TYPE: COLOR: OTHER LOCATIONS OTHER LOCATIONS


LOST CASTLE (1) LOST CASTLE (1)
LOST CITY (3) LOST CITY (3)
NAME:
SPELL

TYPE: COLOR:
Appendix
Appendix

The Magic Realm Book of Quests


Revision Log
QUEST RULES
8/84 original TRS-80 Model III Cassette Scripsit file started

8/85 converted to TRS-80 Model 4 Allwrite

12/86 converted to Magic Realm 2nd edition rules

6/87 submitted to Avalon Hill

4/90 converted to DOS Xerox Ventura Publisher 2.0

10/90 rules re-write


added Q5.3 Two-Handed Weapons

4/91 realized Berserker spelled wrong! (ugh)

8/91 added rules Q5.7 Solitaire Play and Q5.8 Extended Play

4/92 added rule Q5.9 Additional Bounty Points for Discoveries and Treks

10/02 added Designers Notes


converted to Corel Ventura 8 and released to the Internet

11/02 changed Introduction to state that Quests are compatible with Advanced and
Optional rules, rather than requiring them
changed rule Q1.3/1: a players destination is now chosen by his opponents
added rule Q1.6/4
added clarifications to rule Q1.7: where Lost City and Lost Castle are positioned, con-
tain nothing, do not summon monsters
added clarifications to rule Q1.8: specific monsters or natives; without Fame or
Notoriety being recorded; changed hire to make a deal with; explained that other
characters may fulfill inadvertently; added example
revised rule Q1.11/3b: players no longer choose their own destination
clarified rule Q1.11/6: not used with the Death Quest
added rule Q1.16 Suggested Rules
added rule Q2.3 Riding Companions (for clarification)
added clarification to rule Q4: a players Quest cannot be made unwinnable by the
actions of another player, with two examples
minor clarifications to several of the Quest Optional Rules

12/02 added rule Q1.15 Dormant Individuals (for clarification)


added clarification to rule Q2.1/1: even monster companions are identical to hired
natives
added clarification to rule Q3.2: Quests may assign capabilities to minor characters
clarified rule Q5.9: followers do not get Trek points, some Treks have specific entry/
exit roads and may be impossible if placed at the edge of the map

Page A1
Appendix

3/03 renamed rule Q1.8: INDIVIDUALS (not just MONSTERS)


clarified rule Q1.11/2: how teamwork Quests chose characters
added a rationale to rule Q1.16/4
added clarification to rule Q2.1/1a: how companions are handled in battle when their
character is killed
modified rule Q3.3: minor characters may Fly with the Hurricane Winds spell
added rule Q3.6
added rule Q5.10
added A Guide to the Quests
added Book of Quests Q&A
totally revised Designers Notes with detailed history of the development of the
Book of Quests

2/04 reformatted the Introduction


final additions to Designers Notes

11/05 completed tagging the Quests


converted formatting and rules references to the Magic Realm 3rd edition rules;
minor rewording throughout; removed the revision log from the Quest pages, leaving
only the date the Quest was added
modified rule Q5.3 to work with either combat system, and removed the Morning Star
from the list of two-handed weapons

4/11 converted to Adobe InDesign CS2; tables redone as graphics; reformatted for double-
sided printing
totally revised the Introduction
minor revisions to A Guide to the Quests
expanded the Book of Quests Q&A
totally revised the Designers Notes (again!)
added A Sample Book of Quests Game
minor updates to the Personal History Sheet: EM/E phases, 14 spell boxes
added Appendix with the revision logs

5/11 added Quest Index


added Q1.16/5
added Q2.4 and Q2.5 to encourage greater use of those companions
added Whats New in this Edition to the Introduction
added some introductory text to the Components section
minor updates to the Personal History Sheet: Companions & Destination

Page A2
Appendix

QUESTS
1. Dragon Slayer
8/84 new

85 [no record]

12/86 [no record]

1/87 [no record]

4/87 [no record]

12/02 removed (in any order) because you have to rescue the Girl first; clarifications:
added THE DRAGON; the Girls home must be different from your destination

2. Passage Into Darkness


8/84 [no record]

85 [no record]

7/86 [no record]

12/86 [no record]

3. A Troll Hunt
8/84 new

85 [no record]

12/86 [no record]

4/87 [no record]

12/02 added single board warning to NOTES

4. The Great Goblin War


8/84 new

85 [no record]

7/86 [no record]

12/86 [no record]

4/87 [no record]

1/88 [no record]

12/02 added REQUIRED RULES clarification

Page A3
Appendix

5. In Quest of Fabled Treasure


8/84 new

85 [no record]

7/86 [no record]

12/86 [no record]

6. The Mysterious Warlock


8/84 new

85 [no record]

7/86 [no record]

12/86 [no record]

5/87 [no record]

7. The Studies of the Shaman


8/84 new

85 [no record]

7/86 [no record]

12/86 [no record]

5/87 [no record]

8. Journey into the Past


8/84 new

85 [no record]

12/86 [no record]

6/87 [no record]

9. A Perilous Journey
12/86 new

Page A4
Appendix

10. The Quest of the Valiant


8/84 new

85 [no record]

12/86 [no record]

4/92 added UNPRINCIPLED TRADERS and A PROUD ADVENTURER to stop the easy wins that
result when character simply buys a card and delivers it; the minimum price of 11
insures that the character cant buy it with a starting 10 gold with a lucky roll

12/02 added PEACEABLE

11. The Dragons Treasure


8/84 new

85 [no record]

12/86 [no record]

12. The Connoisseur


8/84 new

85 [no record]

13. The Would-Be Enchanter


8/84 new

85 [no record]

7/86 [no record]

12/86 [no record]

1/87 [no record]

14. In Pursuit of Hidden Magics


8/84 new

85 [no record]

15. The Estranged


8/84 new

85 [no record]

12/86 [no record]

Page A5
Appendix

16. Quest for Adventure


85 new

12/86 [no record]

7/89 added a horse to all characters

17. Quest for Fame


8/84 new

85 [no record]

11/90 added DEVELOPMENT

18. Quest for Notoriety


8/84 new

85 [no record]

11/90 added DEVELOPMENT

19. In Search of the Magic Realm


85 new

7/86 [no record]

12/86 [no record]

12/02 added STANDARD MAGIC REALM and NOTES

20. The Hidden Castle


8/84 new

85 [no record]

7/86 [no record]

12/86 [no record]

21. The Buried City


8/84 new

85 [no record]

7/86 [no record]

12/86 [no record]

Page A6
Appendix

22. The Test


7/86 new

12/86 [no record]

5/90 added SECRETLY A COWARD

12/02 added PEACEABLE

23. The Mysteries of Magic


7/86 new

12/86 [no record]

1/88 [no record]

12/02 clarification: added REQUIRED RULES

24. The Dragon-Rider


7/86 new

12/86 [no record]

4/91 removed the 60 point notoriety value

25. A Birthday Present for Someone Special


7/86 new

12/86 [no record]

9/90 must select which Statue in Double magic Realm

26. The Odd Couple


12/86 new

5/90 added A MALADROIT MOUNT to prevent Fiery Blasts

12/02 added A DISGUISE WONT WORK and BOSOM BUDDIES to make it harder to rack up big
Notoriety totals by attacking natives; added SURVIVAL INSTINCT to somewhat com-
pensate for the above penalties, plus it solves a common problem with Quests like
this that feature a special companion: often players will play too cautiously out of
a fear of getting the companion killed early SURVIVAL INSTINCT allows a player to
play much more aggressively, and take more risks; changed visitors and natives to
Unfriendly instead of Enemy to avoid problems with removing curses and winning
the game; all of these changes in response to a horrible playtest report featuring the
Witch King, but they all also vastly improve the Quest, making it play much more in
the manner that was originally envisioned

Page A7
Appendix

27. To Reach for the Stars


12/86 new

1/88 [no record]

12/02 added PEACEABLE; slight revision to introduction to allow everything to fit on one
page; revised SOLAR ECLIPSE to add the Astronomers honor plus minor clarifications

28. Travels of the Healer


12/86 new

4/87 [no record]

12/02 revised victory conditions for a single board: you must visit all campfires as well as
all buildings (numbers are not specified, because other Quests may occasionally add
additional buildings and/or campfires); added PEACEABLE; clarified MERCY OF THE
HEALER: it occurs during Sunset

29. Apprentice and Mentor


12/86 new

1/88 [no record]

30. The Shadow of Death


12/86 new

1/87 [no record]

5/87 [no record]

12/02 added PEACEABLE; clarification in DOOM: you fulfill your Quest at Midnight, so ties
are still possible

3/03 clarified APPROACHING DEATH

31. Sword of Terror


1/87 new

2/87 [no record]

4/87 [no record]

5/87 [no record]

3/03 clarified FEEDING THE ENCHANTMENT

Page A8
Appendix

32. The Quest of the Conqueror


1/87 new

5/87 [no record]

1/88 [no record]

10/90 fixed spelling(!) and broke up large rules

33. The Quest of the Green Cloak


1/87 new

5/87 [no record]

6/87 [no record]

10/90 broke up large rules

34. The Zoological Specimen


1/87 new

5/87 [no record]

6/87 [no record]

12/92 added clarifications to GETTING THERE WAS HALF THE FUN

12/02 clarification: must bring the monster to your destination; added PEACEABLE

35. The Great Hunter


5/87 new

12/02 clarification: changed denizens to creatures you are hunting monsters not
natives! (what a gruesome thought)

36. A Thief in the Night


5/87 new

6/87 [no record]

37. Revenge of the Assassin


5/87 new

6/87 [no record]

4/03 added SWORDSMAN ONLY because the Quest was actually designed for him, and
because it has not been balanced for any other character; added ASSASSINATION
ONLY

Page A9
Appendix

38. The Merchant


5/87 new

6/87 [no record]

1/88 [no record]

12/02 clarification: added REQUIRED RULES; added PEACEABLE

39. Shapeshifter
5/87 new

3/03 additional bounty points cannot be earned

40. The Quest of the Mysterious Stranger


5/87 new

6/87 [no record]

1/88 [no record]

41. A Second Life


1/88 new

10/90 reduced starting gold from 150 to 120

10/02 reduced starting gold from 120 to 100; added MISTRUST

42. The Noble Knight


1/88 new

4/89 increased jousting time minimum from 1 to 2

12/02 added REQUIRED RULES and PEACEABLE

4/03 clarified THE RENEGADE KNIGHTS: Deep Woods legal, always battling

43. The Golden Unicorn


1/88 new

10/90 minor revisions & clarifications

3/03 clarified MAKING SAFE THE WOODS: you do not have to keep them safe

44. The Return of the Adventurers


1/88 new

12/02 clarification: added REQUIRED RULES, and revised the Quest to be double board only
(too easy on a single board); added PEACEABLE definitely needed in this Quest for
play balance purposes; clarified where your character counter is placed in STARTING
LOCATION; removed YOUR DESTINATION as it is no longer needed with the new desti-
nation rules; clarified SAFE RETURN by replacing clearing with Dwelling

Page A10
Appendix

45. The Secret in the Pool


1/88 new

46. Unexpected Reunions


2/88 new

10/90 revised THE PRICE OF FRIENDSHIP the old version, where opponents chose locations
to move to, was too static and too much of a penalty; the revision to a treasure site
table and giving away a Treasure card is more dynamic, offers more decisions for the
player to make, and can be both a help and a hindrance it may also directly influ-
ence other Quests by removing Treasure cards

10/02 added the requirement that an Old Friend and the Old Arch-Enemy each be encoun-
tered at least once, because sometimes the Quest could be won without either one
appearing, which sort of defeats the purpose of the Quest; replaced A SAD LOSS with
ITS JUST A SCRATCH so the player doesnt try to suicide his Old Friends

47. The Rescue of the Poetess


3/88 new

4/88 [no record]

6/88 [no record]

12/02 added PEACEABLE; clarified CAUGHT BY SURPRISE

48. Sundered Siblings


4/88 new

10/90 children may now ride on ponies, not horses; replaced Chaos phases (too detrimental
& fiddly) with +1 to Hide

12/02 added PEACEABLE; characters must start together (otherwise there arent enough
Dwellings on a single board)

49. The Animator


4/88 new

11/90 an animated Statue is removed if killed

4/91 changed the Loot roll requirement to obtain a key to 3 or less instead of 5 or less;
this should encourage further use of the Spell of Animation

10/02 added along roadways to ANIMATING A RANDOM OBJECT

12/02 clarified MYSTERIOUS ARRIVAL

50. Partners
6/88 new

Page A11
Appendix

51. Gateways to the Realm


7/88 new

8/88 [no record]

52. The Nightmare


7/88 new

8/88 [no record]

12/02 added REQUIRED RULES; clarified MAGICAL ARRIVAL; revised THE NIGHTMARE to a
choice of two specific horse counters, much simpler than the original version, and
it gives the player a choice to make: near invulnerability (armored warhorse) or an
extra move with little carrying capacity; clarified that it is not a companion

53. Love and Adventure I


8/88 new

3/89 [no record]

54. Love and Adventure II


8/88 new

1/89 [no record]

3/89 [no record]

2/03 added THE WEDDING GIFTS to add some difficulty to the Quest

55. The Mythologist


8/88 new

12/02 added PEACEABLE

56. The Treasure Hunter


9/88 new

57. The Spoiled Princess


9/88 new

58. The Reluctant Transformer


11/88 new

4/03 the Magical Treasures must be drawn from treasure sites, a change to prevent easy
wins

59. The Physiologus


3/89 new

12/02 added PEACEABLE

Page A12
Appendix

60. The Mechanic


5/89 new

61. The Luckiest Person Alive!


2/90 new

62. The Dwarfs Adventure


4/90 new

10/02 added clarification for rule Q5.9

12/02 revised TEAMWORK, the players opponents now choose the starting location of the
second character; minor clarification in TALLYING THE TOTALS; clarification in THE
LURE OF THE UNDERWORLD, additional bounty points are not doubled in the Lost
City

63. The Winged Horse


4/90 new

11/90 [no record]

64. Berserker Fury


10/90 new

8/91 changed RANDOM ROMANCE rolls to make more likely

3/03 [no record]

65. Death Quest


11/90 new

12/90 complete rewrite; REINCARNATION dropped

11/92 added RESCUE TABLE to avoid a character repeatedly being killed by the same oppo-
nent without getting a chance to rest & recover

10/02 clarified that a Troubled Spirit must return to the Ghosts that match the Dwelling in
which the abandoned friend was found

4/11 revised WALKING DEAD to work with characters that dont have any Move or Fight
chits.

66. The Quest of the Fugitive


11/90 new

3/91 [no record]

6/91 changed TAKE ME HOME, COUNTRY ROADS to nearest Dwelling instead of starting loca-
tion to make the Quest a little easier and a lot simpler

12/02 added PEACEABLE

Page A13
Appendix

67. Travels of the Elf


12/90 new

8/91 changed RANDOM ROMANCE rolls to make more likely

12/02 clarification: the Elf cannot earn additional bounty points

68. One Who Walks Among Us


12/90 new

12/02 added REQUIRED RULES and PEACEABLE, removed NOTES

69. The White Knights Adventure


1/91 new

8/91 changed RANDOM ENCOUNTER rolls to make more likely; changed scoring from hex
containing Hoard to clearing containing Hoard because of easy wins

10/02 clarification: additional bounty points not applicable

12/02 revised TEAMWORK, the players opponents now choose the starting location of the
second character; minor clarification in TALLYING THE TOTALS

70. The Gifted Child


3/91 new

8/91 changed RANDOM ENCOUNTER rolls to make more likely; added Peace with Nature
clarification to PROWLING DEMONS

4/92 changed SHAPESHIFTING penalty from two to four chits, and added I wish for peace
to the forbidden wish list, both in response to easy playtest wins

4/03 clarified THE EVIL TRACKERS: they will always attack

71. The Return of the Dragon-Rider


4/91 new

72. Fortress in the Clouds


4/91 new

8/91 changed RANDOM ENCOUNTER rolls to make more likely; changed kinfolk to attack
times +2 and armored

4/92 deleted A LITTLE SIGHTSEEING; added THE SECRET MINERAL; changed kinfolk to start
in caves away from the Dwarf, with four in double realm; all these changes due to
the overwhelming fighting ability of the Dwarf and two kinfolk they could only be
defeated by bad weather or a pack of bats

Page A14
Appendix

73. Opposites
4/91 new

4/92 removed BONUS POINTS, use rule Q5.9 instead

12/02 clarification: added REQUIRED RULES; added new NOTES

74. The Master of the Elements


6/91 new

4/92 changed fatigue all asterisks to fatigue seven asterisks when summoning the three
vital forces of nature; removed die roll for changing the weather

75. Travels of the Merchant


4/92 new

12/02 clarification: added REQUIRED RULES; added PEACEABLE; minor clarification to


SPREADING YOUR REPUTATION

2/03 addition to victory requirements: must sell nine Treasure cards; addition to TREA-
SURE-LADEN: use of Potions OK; added POTIONS; clarifications to SPREADING YOUR
REPUTATION: no selling by native leaders, trade-ins; added PORTERS and THINKING
THE UNTHINKABLE for compatibility with the Death Quest, and to give the player
more decisions to make during play.

76. The Magicians Adventure


4/92 new

5/92 [no record]

12/02 revised TEAMWORK, the players opponents now choose the starting location of the
second character

77. The Revenge of the Dragon-Rider


4/92 new

5/92 [no record]

10/02 Cloven Hoof subtracts one from THUNDER AND FIRE IN THE SKIES

4/11 added SURVIVAL INSTINCT to encourage aggressive play; modified THE DRAGONS DEN
to prevent other players from locating the Hoard when it is empty; added ON YOUR
OWN to force the player to fight Natives using the Dragon; modified THUNDER AND
FIRE IN THE SKIES to force the player to fight Natives using the Dragon, and to pre-
vent repeated attacks on a single Dwelling; added NOTES on the origin and original
purpose of the Quest

Page A15
Appendix

78. The Druids Adventure


4/92 new

5/92 [no record]

10/02 cannot allow others to loot the Shrine or Altar while you are present

12/02 revised TEAMWORK, the players opponents now choose the starting location of the
second character

Page A16
Appendix

EVENT CARDS
Event Card 108. Wander
85 new

10/02 must move to other roadway in Valleys (makes the card much more useful)

Event Card 109. Forced March


85 new

5/88 [no record]

1/89 [no record]

Event Card 112. Make A Wish


85 new

5/90 changed I wish for peace to a re-roll

Event Card 119. Find Enchanted Weapon


6/88 new

10/02 name change from Acquire Enchanted Weapon which was too big for the inkjet card
design

Event Card 203. Weapon Breaks!


6/86 new

5/88 [no record]

6/88 [no record]

DELETED EVENT CARDS


The following is a list of Event Cards that were deleted from the Book of Quests in May, 1988.
Enchant Hex Tile (85) . . . . . . flip your tile but lose your turn
Goblin Attack (85) . . . . . . . . Goblin group attacks a dwelling
Dragon (85, 7/86) . . . . . . . . T Dragon confronts a character; give treasures or fight
Troll (85, 7/86) . . . . . . . . . . Troll confronts a character, pay gold or fight
Giant (85, 7/86) . . . . . . . . . . Giant confronts a character, must run away
Change Tactics (85) . . . . . . . . all uncontrolled denizens in your clearing change tactics
Take a Shortcut (85) . . . . . . . move to any other clearing in your tile
Mistral (85, 7/86) . . . . . . . . . all fatigue 4*, 1/6 chance for each tile to flip
Chance (85) . . . . . . . . . . . . . control one die
Luck (85) . . . . . . . . . . . . . . . roll one die
Cancel Curse (6/86) . . . . . . . cancel one curse
Protection from Curses (6/86) immunity for the remainder of the day
Gain a Weapon (6/86, 7/86) . TRADE for free weapon, neutral or better
Rusted Armor (12/86) . . . . . . damage or destroy another players armor counter

Page A17

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