Advanced Heroquest with Castle Ravenloft Monsters

All the monster miniatures in Advanced Heroquest are the same. Let's add 18 new miniatures from Castle Ravenloft, and give the Villains magical powers.

The Villains become AHQ Character Monsters. The other Ravenloft monsters replace the AHQ monsters.

Placing Monsters:

  1. Wandering monsters are 3 random monsters (not Gargoyles) of the same kind.
  2. Lairs have 5 random monsters and a 50% chance of a Villain.
  3. Each Quest rooms has 8 random monsters, 1 Villain and a 50% chance of an extra Villain. The final Quest room in each Quest has all the surviving Villains.

Special Rules:

*SPECIAL RULES are on p48. Rats have *FLIGHT so they ignore Death Zones, they don't really fly. *FLIGHT is not the spell "Flight".
Rat Swarms may pass thru friends and enemies at no movement cost, since they just run between your legs. They must end their move on an empty square.
Wraiths may pass thru walls and doors at no movement cost, but may only enter explored squares. (They are Invulnerable and Fearsome since they are Ghosts, but have only 1 wound.)


Kobold Skirmishers, Howling Hag and Klack are Sentries. The Spider has a ranged venom attack, Howling Hag has a ranged Howl and Zombie Dragon a ranged flame attack. Blazing Skeletons have the Flames of Death spell, naturally.
I made *LARGE MONSTERS tougher rather than having more wounds to keep track of. Gravestorm occupies 9 squares and has 4*3=12 Death Zone Squares. Flesh Golem and Zombie Dragon are as per p48, 4*2=8 Death Zone Squares. Gravestorm can't enter a corridor, since he doesn't fit.


Some Monsters and most Villains get to use the spells from the Bright Wizard's Spell Book, giving them long range firepower. But they must pass an Intelligence test to cast each spell. If they fail the Intelligence test, their attack is over. Their spell components are unlimited. This means the Heroes have to come up with a different strategy for each room, which probably won't involve standing in the corridor.

Monster WS T Sp Int W DD H2H DD Range Range 1-3 Spells *SPECIAL RULE

Blazing Skeleton 6 4 6 6 2 2

Flames of Death
Gargoyle 6 7 3 6 4 3

Ghoul 6 5 6 6 3 3

Kobold Skirmisher 6 7 11 6 3 3

Rat Swarm 5 4 15 6 3 3

Skeleton 6 5 6 6 3 3

Spider 6 4 6 6 2 2 4 7
Wolf 7 6 11 6 3 3

Wraith 6 3 5 6 1 3

Zombie 6 4 6 6 3 3



Count Strahd 10 8 8 8 6 5

Flesh Golem 7 9 4 6 6 6

Gravestorm 8 9 6 6 6 5

Inferno of Doom *LARGE
Howling Hag 3 5 4 6 3 3 4 7 Flight, Sentry
Klack 4 5 6 6 4 4

Still air, Sentry
Werewolf 8 8 11 6 3 6

Flaming Hand
Young Vampire 8 8 8 6 6 6

Zombie Dragon 8 9 11 6 6 7 4 7 Dragon Armor *LARGE

I recommend my simplifications to eliminate the Combat lookup tables.

This makes a pleasant change from the single enemy skaven miniature, and Ravenloft can be had for about 40 USD, with 40 miniatures.
Substitute Ashardalon or Temple of Elemental Evil miniatures (make up your own stats) for a Chaos dungeon, Legend of Drizzt for an troll/elemental feel. You can probably mix the 4 games up for Greenskin/Chaos/Beastmen/Ogre/Undead dungeons. There are other spellbooks from Greywolf for your new Character monsters. Dark Magic looks good for Ravenloft.

If you don't have Advanced Heroquest:
  1. Google the AHQ rulebook.
  2. Download the 2-page rule summary.
  3. Use the Ravenloft Hero and Monster miniatures.
  4. AHQ has corridors 2 squares wide and 2 sizes of room. You could use cork tiles with squares drawn on them. And make cardboard doors.
  5. Use the map generator program to create additional Quests.
Also, you can paint the monsters fairly quickly:


40 miniatures for $40 (used) is a good deal, and you get a Vampire Castle feel. There are many different kinds of monster, most with a spell or Special Ability which makes things a little more complex, but it makes combat more interesting.