As you reach the great port of Hamapur, Nergal Kahn has already beat you there. His horde has taken the city, not by force, but by politicians who opened the door. As payment he staked them by the gates. Kahn now rules in their stead, from the fortified citadel at the heart of the city.
But your problem is more immediate—winged demons circle the skies and orcs occupy empty streets. To collect your reward you must leave the docks behind you, sneak into the city, and rally what allies you may encounter. Find Yara, and you shall have your gold.

NOTES
In this quest trapped doors are not trapped, but locked. A locked door can be opened by the Dwarf, or using a Tool Kit, just like disarming a trap. Alternatively it can also be busted open by rolling 2 skulls using a hero’s attack dice. However, each time a door is attacked roll a combat die. If a skull is rolled, a patrol of 3 orcs (one with a crossbow) show up to investigate the noise.
Some orcs in this quest carry crossbows, a dangerous weapon on narrow streets, and make ranged attacks using 3 dice.
At the end of each turn roll 1 combat die for each hero that stands “outside” (meaning either in a corridor or in the room marked H). If a black shield is rolled on any of the dice, a gargoyle lands and takes its turn immediately. Only 1 gargoyle will appear per turn, regardless of the number of black shields rolled. That said, being drawn into a prolonged street fight is a dangerous proposition.
X. The heroes start here, with the murky waters of the Hamapur docks behind them (to the left of the map). Val is with them, somewhat recovered from her wounds, and will follow their lead.
| MOVE | ATTACK | DEFEND | BODY | MIND | |
|---|---|---|---|---|---|
| Val | 2 dice | 2 | 3 | 5 | 3 |
She has the knight skills Shield Block and Stalwart, and may attack diagonally.
A. This is an empty warehouse by the docks and the chest represents a room full of crates (if you have crates, additional furniture, or other suitable tokens feel free to sprinkle the map). The room can only be searched for treasure once, but when it is the heroes draw 4 treasure cards and select 3 (return one to the pile). A hazard means the heroes triggered some form of anti-theft measures, and wandering monsters are orc patrols that show up while they are busy looting (and as luck may have it, multiple wandering monster cards mean multiple patrols…)
B. Two swordsmen are holed up in this dockside warehouse. They want to know when the army will show up to retake the city, and can be persuaded to join the heroes cause (later on). For now, they will stay inside and tell the heroes to stay off the streets or risk drawing the winged demons from the skies.
C. The people in here are common townsfolk that have locked their home in an attempt to stay hidden from the orcs. They will not answer or open the door. If the heroes pick the lock or force the door they will stay neutral (but still fearfully suspicious). The townsfolk will defend their homes from looters, should the heroes decide that’s what they’re doing.
| MOVE | ATTACK | DEFEND | BODY | MIND | |
|---|---|---|---|---|---|
| Townsfolk | 6 | 1 | 2 | 1 | 2 |
If the townsfolk are dealt with (children and all), the room may be searched for treasure (but only once). The villains (sorry, heroes) may draw 2 treasure cards and keep one (return one to the pile).
D. This is a small (smelly) dock storage, full of rope and tar. There is also a hidden door that leads to a smuggler’s weapon cache. On the rack the heroes can find a Broadsword, a Shield, and a Helmet.
E. A lone crossbowman has taken cover behind a table to fend off a patrol of orcs. He’s in dire straits and may not survive unless the heroes charge to the rescue. If saved, he’ll gladly join their cause (later) but for the moment he will stay put (behind his table).
| MOVE | ATTACK | DEFEND | BODY | MIND | |
|---|---|---|---|---|---|
| Crossbowman | 6 | 3 | 3 | 2 | 2 |
F. Heroes can wade through the stinky sewers by spending 7 movement. It’s a good way to evade monsters, as the orcs and gargoyles will not follow. Heroes inside the sewers do not count as being outside.
G. The smithy is empty and dark. If it is searched for treasure, the heroes find a Tool Kit that was left behind. On closer inspection (searched for secret doors) a window left ajar leads to a back alley where there is a ladder.
H. The ladder leads to a roof (consider this room to be “outside”). When the first hero scales the ladder and moves onto the roof a gargoyle lands (and immediately attacks). The hatch leads down into the room marked J.
I. This door appears locked at first, but can’t be opened or kicked in (If they try, an orc patrol may still show up). The door is sealed with magic and the heroes will have to ignore it, or find another way in.
J. Yara the Scribe is holed up in this room. The quest ends when all heroes have made it in through he hatch. Continue to part 5, with restored body points and abilities, but once again without passing the armory or alchemist shop on the way.
Wandering Monster in this Quest: 3 Orcs (one with a crossbow)
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