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Subject: Super Realm patch for The Book of Quests rss

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This may be modified/edited at a later date. In addition, down the line, new Quests for The Book of Quests may be added here that can be used exclusively with the Super Realm expansion. Until then, here's the list of quests that have been patched (quests not listed either don't need to be patched, or I mistakenly overlooked them thinking they didn't need to be patched):

When using the Super Realm expansion with The Book of Quests, treat each quest as if you were playing Double Magic Realm, ignoring any rules regarding duplicates (locations, natives, sites, etc.)


1. Dragon Slayer
The Young Girl: the die roll to determine her home is modified as follows:
1 Inn
2 Hamlet
3 House
4 Cottage
5 Guard House
6 Chapel



2. Passage Into Darkness
Active Demons: the Vampire and Lilin regenerate the same way Demons do.



6. The Mysterious Warlock
Remove the Warlock traveler chit and replace it with a plain traveler chit. You may keep the Warlock Visitor chit near your character sheet.



7. The Studies of the Shaman
Remove the Shaman traveler chit and replace it with a plain traveler chit. You may keep the Shaman Visitor chit near your character sheet.



8. Journey Into The Past
Remove the Scholar traveler chit and replace it with a plain traveler chit. You may keep the Scholar Visitor chit near your character sheet.



9. A Perilous Journey
Remove the Crone traveler chit and replace it with a plain traveler chit. You may keep the Crone Visitor chit near your character sheet.



11. The Dragon’s Treasure
If the Hoard or Lair does not have a Great Treasure, instead of acquiring 4 Great Treasures, acquire 4 Large Treasures, 2 of which must be drawn from the Hoard or Lair.



13. The Would-Be Enchanter
If you select "Immunity From Curses," in addition to being immune from curses, you are also immune to the Allure spell.



14. In Pursuit of Hidden Magics
To succeed in this quest, you may obtain one Spell Scroll treasure card instead of a Spell Book treasure card.



19. In Search of the Magic Realm
To succeed in this Quest you must locate the Lost Castle, Lost City, Lost Palace, and Lost Fortress.



31. Sword of Terror
First Suggestion: Killing the Vampire or Lilin also works here.



40. The Quest of the Mysterious Stranger
Mysteries:
Option C (Immunity From Curses) also applies to the Allure spell.

Option J (Defensive Specialist), the entire text is changed like so: During any round of combat, after all attacks are in place and monster tactics checked, you may move your attack to any parry slot on your confrontation chart. If you do this, you are considered to have played an extra Fight effort asterisk for the current round of combat (you may go up to 3 effort asterisks in this way, and thus must fatigue 2 effort asterisks worth of combat chits).



47. The Rescue of the Poetess
VOLUNTEERS :
Each non-magic native group will provide one volunteer. You are limited to nine volunteers at most.

THE POWER OF THE POETESS, PART 2 :
No Demons, Imp, Vampire, or Lilin may ever attack you or your volunteers while the Poetess accompanies you.



49. The Animator
MYSTERIOUS ARRIVAL :
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 tile/clearing.

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 Forest hex tile.

ANIMATING A FLYING FIEND :
You may cast the Spell Of Animation to create a flying fiend whenever you are in a Woods or Stream hex tile.

ANIMATING A LOCKED OBJECT :
You may cast the Spell Of Animation to open a any TWT or site that would normally require the Lost Keys or the Enchanted Keys.



51. Gateways to the Realm
To succeed in this Quest you must either activate each of the six ancient gateways at least once and map all their locations, or discover the Tower and Spire and activate four of the six ancient gateways.

THE GATEWAYS : When you select this Quest you must immediately position the following six gateways on the map:
#1: Ebony Gate, in a Forest hex (any Forest type tile)
#2: Stone Gate, in the Mountain hex
#3: Marble Gate, in a Valley or Hill hex (any Valley or Hill type tile)
#4: Bronze Gate, the Falls hex
#5: Iron Gate, in a Ruins hex (any Ruins type tile)
#6: Crystal Gate, in a Caves hex (any Caves type tile)



52. The Nightmare
MAGICAL ARRIVAL :
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 tile/clearing.

DEMONIC PROTECTION :
Curses and the Allure spell 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, Imp, Vampire, and Lilin will never block or attack you.


53. Love and Adventure – I
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 Peasant


55. The Mythologist
TIME TRAVEL FOCAL POINT :
You must select as your starting location any clearing in a Woods (excluding Forest type tiles) or Stream tile.

The following table lists the various Folklore points available:
POINTS DESCRIPTION
15 Chapel
15 Settlement
15 Scholar
10 Inn
10 Hamlet
10 Lost Castle
10 Lost City
10 Lost Palace
10 Lost Fortress
7 Shrine
7 Maze
5 House
5 Hut
5 Ruins-6 clearing
5 Steep Ruins-6 clearing
5 Native Leader
5 Merchant
5 Temple
5 Olden Abode
5 Olden Fort
4 Altar
4 Garden
4 Spell Book
4 Treasure counter
3 Guard house
3 Statue
3 Tomb
3 Tower
3 Spire
3 Cottage
2 Campfire
2 Camp
2 Great Treasure
1 Weapon/armor counter
1 Treasure card ( except potions )





57. The Spoiled Princess
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 Dragon’s head” Any Dragon killed will do, she’ll believe you when you tell her it’s the deadliest Dragon in the Realm.
2 “I wish to see a Lost City” Locate a Lost City site chit.
3 “I wish to see a Lost Castle” Locate a Lost Castle site chit.
5 “I wish to see a Lost Palace” Locate a Lost Palace site chit.
6 “I wish to see a Lost Fortress” Locate a Lost Fortress site chit.

WISH ADDITIONAL WISHES
3 “I want something magical” You must obtain a Spell Book, Spell Scroll, Artifact, or an Enchanted card.

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 and Allure spells (except, of course, for the one following you). Curses and Allure spells have no effect on you and do not prevent you from completing the Quest.

DIVINE PROTECTION :
This also applies to Vampire and Lilin.



59. The Physiologus
OBSERVATION POINTS :
POINTS DESCRIPTION
8 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 Grey Elemental
6 Gold Elemental
7 Purple Elemental
10 BONUS for observing all three Elemental species
3 Medium Triffid
4 Heavy Triffid
5 Tremendous Triffid
10 BONUS for observing all three Triffid species
3 Medium Scorpion
5 Heavy Scorpion
10 BONUS for observing both Scorpion species
4 Heavy Wraith
6 Tremendous Wraith
10 BONUS for observing both Wraith species
10 Colossus
10 Magic Colossus
6 Minotaur
5 Tremendous Spider
3 Heavy Spider
5 H Skeleton w/Horse
5 Vampire
5 Octopus
5 Giant
5 Ent
5 Golem
5 Lilin
3 Bat
3 Orc
2 Imp
2 Goblin ( any kind )
2 Skeleton (any kind )
2 Ogre
2 Bear
2 Alligator
1 Wolf
1 Rat
0 Ghost



65. Death Quest
RESCUE TABLE :
When returning to the game after being rescued by either Good Folk or Hooligans, roll a die on the table below then select the Dwelling at which you reappear.
ROLL DWELLING
1 Chapel or Large Camp
2 House or Large Campfire
3 Inn or Small Campfire
4 Guard house or Small Camp
5 Hamlet or Hut
6 Cottage or Settlement

TROUBLED SPIRIT :
After saving your abandoned friend, you win the game by joining the Ghosts in their clearing at Midnight. The Ghosts to join are those furthest away from the dwelling you found your abandoned friend in.



66. The Quest of the Fugitive
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 chosen 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. Mercenaries
6. Order
7. Zealots

Thus there are a maximum of seven possible bands of pursuers that you may have to face in the course of the game.



67. Travels of the Elf
Retitle the EXPLORING A DEEP WOODS TILE section to EXPLORING A FOREST TILE

EXPLORING A FOREST TILE :
If you succeed in executing a Search phase in each of the six clearings of any Forest tile you gain Fame and Notoriety. You receive 20 points. These points may be scored only once per game for each Forest 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. You receive 10 points of each. These points may be scored only once per game for each Woods tile.

New section added: EXPLORING THE LOST PALACE

EXPLORING THE LOST PALACE :
If you succeed in discovering the Lost Palace, you receive 10 points.

RANDOM ROMANCE :
IN LOVE WITH A MORTAL: In addition to all other effects, the Elf loses his relationship status with the roving native group the Elves (they are treated as monsters to the Elf for the rest of the game).
ENCOUNTER 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 either draw an Event Card twice, or you may improve your relationship with the roving native Elves from Friendly to Ally (this cannot happen if you are In Love With A Mortal).



70. The Gifted Child
PROWLING DEMONS :
This also applies to the Vampire and Lilin.



72. Fortress in the Clouds
KINFOLK :
Your kinfolk are Dwarves who may assist you in repairing the gate of the Fortress. They are represented by the roving native Dwarf group. When you select this Quest your opponents must immediately position your kinfolk on the map (using only 4 of the 6 roving native Dwarves, none of which can be the HQ), 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. 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.
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