GREEK HEROES




INTRODUCTION
Scenario for WarpQuest.
Click here for the WarpQuest Core Rules.
Each player controls a Greek Hero on a Quest to retrieve the Golden Fleece.


YOUR HERO
Each player has one Hero (Pawn).
A Hero has 6 skills. 
Heroes are Male (The Woman skill is actually an advantage).
Roll on the Main Hero Skill Table to see what skills the Hero gets

MAIN HERO SKILL TABLE
1D6	Skill:
1	Wit +2
2	Strength +2
3	Archer +2
4	Sword +2
5	Navigation +2
6	Roll on Minor Skill Table...

MINOR HERO SKILL TABLE
1D6	Skill:		
1-2	Healing +2	
3-4	Music +2	
5-6	Swift +2		
Notes: There are other skills such as flying, woman, gold, etc. that can only be 
acquired through relics & companions & blessings.

MODULES
There is no Module 1 and Module 2.  There is just one Module. 
The ‘Artifact’ is the Golden Fleece.
Whoever controls the Golden Fleece gains Healing +4 and Gold +4

FOES & TESTS
These are the Challenge cards.
If you fail a Challenge you must either discard a Companion or go back 2D6 spaces. 

RELICS, COMPANIONS, & BLESSINGS
Treat Blessings like regular Aid cards. They are used once and discarded.
Relics and Companions stay in play permanently.

CHALLENGE DECK CARD LIST              
Card Name:			Notes:
Centaurs               		Foe: Music or Wine or Sword
Chimaera               		Foe: Wit or Flying (Petrification)
Cyclops                 	Foe: Wit or Archer or Wine (Blind him)
Dragon                  	Foe: Archer (Locate the soft spot)
Gorgon                 		Foe: Wit (Medusa)
Harpy                  		Foe: Sword or Archer (Screeching)
Hydra                  		Foe: Strength, Wit (Regenerating heads)
Lion                   		Foe: Music or Strength or Healing (Thorn in paw)
Minotaur               		Foe: Wit or Music (In Maze)
Sphinx                 		Foe: Wit (Riddle)
Griffon                		Foe: Music or Sword or Blessing of Prometheus  
Sirens                 		Foe: Wit or Navigation or Flying (Song)
Sea Serpent            		Foe: Navigation or Strength or Flying
Kraken                 		Foe: Flying or Navigation (Giant Sea Monster)
Hecatoncheire          		Foe: Sword or Blessing (100 Handed Giant)
Antaeus the Giant     		Foe: Strength (He is weak if not touching ground)
Cerebus                		Foe: Strength or Wit (3-Headed dog Guards underworld) 
Erymanthian Boar   		Foe: Strength or Swift or Wit   
Stymphalian Birds   		Foe: Archer or Wit
Cretan Bull            		Foe: Wit or Strength
Ceynean hind           		Foe: Swift or Wit
Diomedes wild mares		Foe: Wit or Swift (flesh eaters)
King Midas             		Foe: Wit (His touch turns all to gold)
Satyr                  		Foe: Wit or Gold or Wine or Music (Half man, half goat)
Nymph                  		Foe: Strength or Woman (Seduces men)
Circe                  		Foe: Wit or Woman (Sorceress, turns men into pigs)
Pirates                		Foe: Sword or Gold or Wine or Wit or Navigation
Lepers                  	Foe: Healing or Music (Spread their disease)
Philosophers            	Foe: Wit (Argue with the Sophists)
Lotus Eaters           		Foe: Wit or Healing or Music (Powerful Drug) 
Amazons                		Foe: Woman or Wit (Seduce their Queen)
Aphrodite              		Foe: Woman (Goddess of Love)
Hypnus                 		Foe: Companions (God of Sleep)
Oceanus                		Foe: Navigation or Demigod (Titan of the Sea)
Duel                   		Foe: Sword
Wrath of the Furies    		Foe: Blessing 
Cursed by a God        		Foe: Blessing 
Olympic Games           	Test: Swift or Strong
Long Journey           		Test: Navigation or Swift or Flying
Labyrinth              		Test: Wit or Swift
Whirlpool              		Test: Navigation or Flying
Shipwreck              		Test: Navigation or Flying
Lost at Sea             	Test: Navigation or Flying
Augean Stables     		Test: Wit or Strength
Gold of Midas         		Relic: Gold +4 (Discard after 3 uses)
Wine of Dionysus   		Relic: Wine +4 (Discard after 3 uses)
Nectar of the Gods  		Relic: Wine +4 (Discard after 3 uses)
Blade of Hephaestus		Relic: Sword +2
Lyre of Apollo       		Relic: Music +2     
Owl of Athena       		Relic: Wit +2
Aegis Shield           		Relic: Defeats all Foes (Return to Zeus in 5 Turns)
Arm-band of Zeus   		Relic: Strength +2
Winged Sandals      		Relic: Flying +4 (Gift of Hermes)
Helm of Invisibility		Relic: Defeats all Foes (Return to Hades in 5 Turns)
The Argos        		Relic: Navigation +2 (Legendary Ship)
Lightning Javelins 		Relic: Archer +2 (Discard after 3 uses)
Wings of Icarus    		Relic: Flying +4
Cornucopia of Demeter     	Relic: Sword +2 (Ambrosia feeds Army)
Hyppolita's golden girdle 	Relic: Gold +4, Healing +2 (Gift of queen of the Amazons)
Pan's Flute                     Relic: Music +2
Hesperides garden Apples	Relic: Healing +2 (Discard after 3 uses)
Ancient Mariner         	Companion: Navigation +2
Scholar                 	Companion: Wit +2
Pegasus                 	Companion: Flying +4
Poseidon's Gift Horse   	Companion: Swift +2
Temple Maiden           	Companion: Woman +2, Healing +2
White Eagle of Zeus     	Companion: Flying +2
Phoenician Mercenaries  	Companion: Sword +2
Argonauts               	Companion: Sword +2
Promethean Clay         	Companion: Any one skill +2 (Pick at Draw)
Idmon (seer of Argos)   	Companion: Wit +2
Helena                  	Companion: Woman +4
Andromeda               	Companion: Woman +4
Persian War             	Foe: Sword or Navigation
Amazon War              	Foe: Sword or Archery
Trojan War              	Foe: Sword or Wit
Peloponesian War        	Foe: Sword or Navigation
Pandoras Box            	Shuffle discards into deck
Visit Oracle at Delphi  	Look at next 7 cards in Deck
Made King               	Target Hero gains skill of Gold +4
Blessing of Kronos      	Aid: Move Forward 1D6 Spaces or Blessing +4
Blessing of Poseidon    	Aid: Navigation +2 or Blessing +4
Blessing of Atlas       	Aid: Strength +2 or Blessing +4
Blessing of Hermes      	Aid: Swift +2 or Blessing +4
Blessing of Nike        	Aid: Sword +2 or Blessing +4
Blessing of Prometheus  	Aid: Wit +2 or Blessing +4
Blessing of Hera        	Aid: Healing +2 or Blessing +4
Blessing of Pan        		Aid: Music +2 or Blessing +4
Blessing of Apollo    		Aid: Music +2 or Blessing +4
Blessing of Ares        	Aid: Sword +2 or Blessing +4
Blessing of Athena      	Aid: Woman +2 or Blessing +4
Blessing of Artemis   		Aid: Archer +2 or Blessing +4
Blessing of Asclepius  		Aid: Healing +2 or Blessing +4
Blessing of Tyche       	Aid: Move Forward 1D6 Spaces or Blessing +4
Visit Olympus           	Move Forward 1D6 Spaces
Child of Zeus           	Hero gains Demigod +4
Hermes, God of Thieves  	Discard one Relic
Eris, Goddess of Strife 	Discard one Companion 
Inspired by the Muses		Aid: Move Forward 1D6 Spaces


NOTES
This is a conversion of Agea.

*********************

INTRODUCTION
Warp Quest is an abstract game system that depicts goal driven 
scenarios.

Each player controls a collection of Units who are attempting to 
be the first to reach an objective and bring it back to the start. 

The units could be a party of adventuring archeologists hoping 
to recover a lost artifact, a squadron of bombers attempting to 
hit a military target and return home, a band of samurai seeking 
to vanquish marauding bandits or a company of mixed creatures 
seeking to destroy a piece of evil ornamental jewelry that has 
the nasty habit of trying to control the minds of all free creatures.

The scenarios that use the Warp Quest engine will hold the details.

DICE & PIECES
· Six and ten sided dice are needed.
· Each player has a pawn to represent his or her group of Units
(adventuring party, fleet, etc.) on the board. 
· Use a small trinket to represent the Objective. 
· There is only one Objective.

THE BOARD
· The board is a single winding path of connected spaces 
with a Start Space and an End Space. The path should be 30 Spaces long.
· The First Space represents the start.
· Spaces 2-15 represents travel through the first scenario module.
· Spaces 16-29 represents travel through the second scenario module.
· The End Space is the final destination where the Objective is found.

THE DECKS
· There are 2 decks for each scenario:
· The Module 1 Deck and the Module 2 Deck.
· Each deck has one of each card in its card list.
· There may also be an Aid deck.

THE UNITS
· Each player controls a group of units called a Party. 
The scenarios will detail the make up of the units in the party, 
their attributes (Skills, Traits) and starting dispositions.

TURN SEQUENCE
· Players take turns.
· Each turn consists of 3 phases:
1. Move Phase
2. Draw Phase
3. Challenge Phase

MOVE PHASE
· Roll 1D6. Move your pawn that number of spaces towards the end space.
· You automatically stop when you enter the end space.
· If you are the first to land on the end space your party acquires the Objective.
· Once a party has acquired the Objective then all other 
players may move their parties in either direction on the path. 
· The party with the Objective must move towards the start space. 
· The first pawn with the Objective to reach the start space wins the game.

DRAW PHASE
· If you land on an empty space in spaces 2-15 draw a card from the Module 1 deck.
· If you land on an empty space in spaces 16-29 draw a card from the Module 2 deck.
· If you land on an opponent’s party do not draw a card.
· If a deck ever runs out, shuffle its discard and draw from it.
· Cards are of 2 types: Challenge cards & Aid cards.
· Place Aid cards in your hand.
· Challenge cards are encounters your party faces immediately in Challenge Phase.

CHALLENGE PHASE
Each challenge card lists one or more skills.
Your party will have to make a skill check vs each skill listed.  
(The same skill may be listed twice or more, requiring that many skill checks)
A Skill check consists of a Skill roll and Challenge Roll:
Roll 1D10. This is the Skill roll.
Add the skill bonuses of your party members to the roll. 
You may discard Aid cards for further bonuses to the skill roll. 
Next roll 1D10. This is the Challenge roll. 
Some Challenges have a DM (Difficulty Modifier). Add the DM to the Challenge Roll. 
If the challenge roll is less than or equal to the skill roll you win the Skill check.
If the challenge roll is greater than the skill roll you fail the Challenge.
If you win all the Skill Checks, you win the Challenge. 
The adventure card may say what happens if you win or lose the Challenge. 
If the card does not give directions, then roll on the following table:
If you lose the challenge: Roll 1D6: (Challenge Loss Table)
1-4	Go back 1D6 spaces
5-6	Lose 1 Unit (Man, Ship, Hit Point, etc., depending on the Scenario)
If you Win the challenge gain 1 Experience Token. 
You may spend an Experience Token to let you reroll a Move Roll or a Skill Roll.


MOVING ONTO AN OPPONENTS PAWN
· If you land on an opponent’s pawn there will be a fight.
· The current player rolls on the Skill List Table to determine 
which skill will decide the confrontation. 
· Both players make Skill Rolls. In case of a tie nothing happens.
· The loser rolls on the Challenge Loss Table.
· The winner takes the Artifact from the loser if the loser was 
in possession of the Artifact.


        




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