THE TERMINUS QUEST CONVERSION
TO MAURER SYSTEM NOTES

  • Written by Nikk Effingham
  • Edited by Bob Stancliff
  • Copyright © 1997 by Nikk Effingham
  • Using Steve Maurer's HeroQuest System
  • This is a set of notes designed to allow the Terminus Quest to be converted to Steve Maurer's HQ system, rather than YAHQS by Nils Weinander

  • You will need a copy of my Terminus Quest, freely available from my webpage. Remember: In Steve Maurer's HeroQuest, all skill %'s are Special chances (true % / 5)! Please feel free to send this unaltered text from place to place. Of course, if you charge cash, I'll want a cut! ;>)

    Station (1a)
    It requires a DEX x2 +climb roll to negotiate the Jewelled Crevice succesfully. A failure results in a terminal velocity fall of 10d6, although it the character makes a succesful DEX x1 then they grab hold of a rock etc.. and slow themselves down, only taking (1-6)d6 damage.
    Station (1b)
    Jehkorghos has the following statistics:
    JEHKORGHOS THE DEVOURER
    STR  --        INT  21          Move: 7 fly
    CON  --        POW  67          Hit Points: 42
    SIZ  12m       WILL 40          Magic Points: 67
    Runes: Darkness 75, Spirit 35, Magic 20
    Notes: Jehkorghos acts like a Shade. It inflicts 5d6 points of cold based damage each round rather than a shades normal 1 point, and can only be harmed by magical weapons. It also has 5 points of armor, meaning that you would need at least a Bladesharp 6 to inflict damage!
    Station (1c)
    An INT x1 will allow the Quester to succesfully negotiate the chambers and tunnels. Most Questers will be forced to make preparations to allow easier travel through the tunnels, since, if the roll is failed, then the character is lost and cannot find their way out without magic. Using the Truth Rune will allow the Quester to find their way out.
    Station (2a)
    Again, an SLR 1 climb is needed to get down the Undermountain, a failure results in the same effects as falling down the Jewelled Crevice.
    Station (3a)
    UR-VIVAMORT
    STR  152     Move: 6                  R Leg   20/30
    CON  161     Hit Points: 90           L Leg   20/30
    SIZ   18     Magic Points: 149        Abdomen 20/30
    INT   36     Runes: Darkness 70,      Chest   20/36
    POW  149            Magic 55          R Arm   20/23
    DEX   38                              L Arm   20/23
    WILL  70                              Head    20/30
    
    Weapon     SR      att / par  dmg          pts
    Staff       2       85 /  75  2d8+8d6       30
    Note: There is a Warding 30 around the Death chamber.
    Station (3b)
    Death must be defeated as a spirit. He does, however, have physcial attacks causing spritual damage. He attacks with both his left and rightclaws, but may sacrifice an attack for a parry. On Round 4 Ur-Vivamort will strike for 30 MP's of damage upon Death. Once defeated, Death can be bound.
    DEATH
    POW     238         Runes:Death 150, Darkness 80, Infinity 30
    INT      45
    Weapon     SR      att/par         dmg           pts
    L Claw      3       60/50          2d6 mp's       30
    R Claw      6       60/50          2d6 mp's       30
    As soon as Death is defeated the Quester is a Major Hero of Humakt and gains the Runic Links thereof! Recaculate the Runic Ties of the Quester.
    Station (4a)
    SUNBITER THE DEATH HOUND
    STR   304     Move: 7                 RH Leg 35/89
    CON   420     Hit Points: 266         LH Leg 35/89
    SIZ   106     Magic Points: 386       Hind Q 35/107
    INT    19     Runes: Darkness 50,     Fore Q 35/107
    POW   386            Fire 50,         LF Leg 35/89
    DEX    45            Beast 45         RF Leg 35/89
    WILL   89                             Head   35/89
    
    Weapon       SR       att             dmg
    Bite          3       165             5d10+80
    L Claw        6       175             10d6+80
    R Claw        6       175             10d6+80
    Breath Fire  10       Auto.  Radius: 20m  Fireball of 40d6 intensity
    Notes: Gets all attacks each round. Regenerates 10hp/round. Only harmed by iron, magic and gold.
    Station (4b)
    BIMBAROS
    STR   452     Move: 12                R Leg   52/84
    CON   404     Hit Points: 251         L Leg   52/84
    SIZ    98     Magic Points: 184+      Abdomen 52/84
    INT    22       1049(stored)= 1233    Chest   52/101
    POW   184     Runes: Darkness 55      R Arm   52/63
    DEX    72                             L Arm   52/63
    WILL   40     Dodge 62                Head    52/84
    
    Weapon        SR      att/par         dmg          pts
    Dragon Claw    0      120/90         3d8+115(db)    31
    Stomp          2       48/--         6d6+115(db)    --
  • Note : Can use only one attack per turn plus either a parry or dodge. Stomp counts as an area effect attack.
  • Special Items:
  • Wears enchanted lead ringmail minted in the cold forge of Subere. It has 52 AP's and weighs 100 ENC. While not worn on the head, it's protection extends there.
  • His weapon is a Dragon's Foreclaw, 5m long, made of (obviously) dragonbone. It is supernaturally strong and deadly. Whenever it kills someone, it absorbs their soul and stores their magic points for use by Bimbaros. It is a 300 mp HeroQuest object.
  • He has a collection of adamant pegs. Any soul he takes is hung on his magical but non-adamant pegs, but important souls earn a place on his adamant pegs. These pegs act as binding enchantments for any type of incorporal being. He has 50 pegs, 42 of which are occupied. They are each 100 mp objects.
  • Special Powers:
  • Is immune to darkness related effects and magic, including shade fearshock.
  • He can "smell" those trying to escape the Underworld at an effective 80%. To escape him requires matching his smell against the Quester's Sneak + Hide (remember, the 80% is his chance to *special*).
  • He also has a complete mental map of the Underworld which is considered to be 99% accurate.

  • Station (5)
    This requires an SLR 4 roll on Craft/armouring. The Quester can increase his Success Level by using "special conditions". For a succesful use of the Mastery Rune, increase the SLR by 1, for every special condition the Quester uses (getting the Sword designed by a Diamond Dwarf, getting Humakt to give his personal blessings, using an ancient Feldichi forge etc...) increase the SLR by 1. If the Quester tries to forge anything but a sword, minus 1 off of his SLR. If the character does not make an SLR 4 roll, then they fail miserably. Tough shit.
    Station (6b)
    The character can use the Sword to sever his connection to Air. Reduce Air Rune to 0%.
    Station (7a)
    JOTIMAM THE DEVIL
    SIZ   Probably            APP    Unlikely
    INT   Maybe               WILL   70
    POW   Possibly            Runes: Chaos 100, Void 150, Infinity 50
    Attack: A WILL versus WILL contest, inflicting damage upon Spirit. To harm the Devil requires you to match the damage caused against Jotimam's Will. If he resists, no damage is inflicted, if not then he takes half the damage to his Spirit.
    Station (7b)
    KAJABOOR THE DEVIL
    STR   583         POW    --        Move: 3/10 fly
    CON    --         DEX    35        Hit Points: 200
    SIZ   200         WILL   70        Runes: Chaos 100, Death 75, Mastery 50,
    INT   errrm...                            Magic 50, Infinity 25
    
    Weapon        SR     atk        dmg
    Acid Spray     1     100        see below
    Bite           3      40        5d6 +140(db) +POT 76 poison
    Pincer         6     180        see below
    Tail           9      60        1d6 +140(db) +knockback
    Inversion      1    auto        see below
  • Acid Spray : This attack can target one human size victim. The Devil sprays acid from it's mouth, striking like a missle weapon (i.e. cannot be parried, but shields can be used to cover locations) hitting 3 random missle locations with POT 20 acid.
  • Pincer : The pincer inflicts variable damage each time. Roll 1d6:
  • (1) Take 10 +5d6 POT acid
  • (2) Take 15d6 damage and 2d20 POT poison if armour is penetrated
  • (3) Take 10d6 physical damage
  • (4) Take 10d6 physcial damage and must resist mp vs. mp's or spontaneously combust for 1d6 rounds taking 5d6 general HP each round. May act at half percentiles while burning.
  • (5) Take 10d6 physical damage and lose 1d20 of a random statistic if armour is penetrated and the Devil suceeds in a WILL vs WILL. If an attribute is reduced to 0 the target does not die but must survive without it (i.e. someone without POW can no longer gain magic points).
  • (6) Grappled. Take 4d6 damage each turn direct to general hit points, armour countsuntil overcome. To release oneself, you must either kill the Devil or win in a STR vs. STR contest.
  • Inversion : Once every five rounds the Devil can turn itself inside out and spill it's acidic contents out over the area. For 10 SR's everywhere within 150m is caught in a waterfall of acid of POT 80. It cannot be dodged by those on the ground who will take 80 points of acid damage to all locations every SR for an entire round as they are immersed in flowing acid!! Those who can fly must still avoid the acid waterfall, but get a dodge. It will do this every five rounds, starting with the fifth round from when combat starts.
  • Chaos Features :
  • Immune to most direct magical attack due to lack of POW etc... so Sever Spirit and Shattering have no effect.
  • Reflects magics up to 10 points.
  • Anyone within 100m are affected by a 20 mp Fear spell.
  • Every weapon that strikes the Devil is effected by a cumulative 1d6 points of Dullblade that last until the Hero leaves the HeroPlane... i.e. the first round a 3 is thrown, so the weapon is affected by a Dullblade 3, the second round a 4 is thrown so the weapon is effected by a Dullblade 7, the third round a 5 is thrown so the weapon is affected by a Dullbalde 12.
  • The anti-light vortex, where the head is supposed to be disorients those fighting the Devil, and the attack roll must be made at -10% (spcl).
  • Has no hit locations, dies at 0 hp and suffers no deterioration before.

  • Station (7c)
    To destroy the Well of Death, a Quester must match their WILL against the WILL of the Well, which is 55. If they suceed then the Well is defeated, other wise the character is devoured.
    Alternatively, the GM may consider doing a "Will Combat", exactly the same as a "Spirit Combat" except it involves a WILL vs. WILL instead of a POW vs. POW, and inflicts damage to Spirit. During the combat the Quester would whirl around the well as it's deathly contents surge forwards like some writhing levithan, threatening to suck him up. The Quester would be screaming oaths and blood bonds, and last words of freedom, as he tries to get Death under control.
    Other notes
    You still need to caculate the Support Points behind the Quester to find out how powerful the sword is.
    You must remeber therefore that the Supporters also end up giving the Quester extra WILL!