Physical Address
304 North Cardinal St.
Dorchester Center, MA 02124
Physical Address
304 North Cardinal St.
Dorchester Center, MA 02124
A skilled potion maker and battlefield support specialist, the Alchemist crafts powerful offensive and defensive brews. When searching, a roll of 6 on a D6 causes any found potions to have double the normal doses. However, the Alchemist cannot wield two-handed weapons, shields, or heavy armor.
| Attack Dice | Defend Dice | Body Points | Mind Points |
|---|---|---|---|
| 1 | 2 | 5 | 6 |
Enjoying these resources? Join the QuestFans community for HeroQuest discussions, new discoveries and updates.
Once per quest you may use this kit to search an empty room for ingredients to make a potion. Roll a D6.
On a roll of 2–6, shuffle the potion deck and pick the top card.
On a roll of 1, a wandering monster sneaks up, knocks over the kit and attacks you.
At the end of each quest, The Alchemist restocks the kit for his next adventure.
Price: 500 gold coins.
This specially designed bag will enable the Alchemist to carry an additional two potions at the start of each quest.
Price: 500 gold coins.
This specially designed belt will enable the Alchemist to carry an additional two potions at the start of each quest.
Price: 500 gold coins.
Attack enemies with corrosive acid. Use two attack dice.
When thrown at an armoured enemy, that enemy uses one less defence die. Non-armoured enemies defend as normal.
Discard once used.
Literally a storm in a bottle. The hero who drinks this is powered by the captured raging storm.
On the hero’s next attack he is given two extra attack dice.
Discard once used.
Made with the finest ingredients and the most complex brewing process, this elixir will bring one hero back from the dead with full body points (BP) and mind points (MP).
Due to its rarity and complexity to brew, this potion can only be brewed one at a time.
Discard once used.
Smear this thick and warm oily salve onto a hero’s armour and they become resistant to any fire attack.
Once an attack with fire has been resisted, the salve becomes useless and slides off the hero’s armour.
Discard once used.
Blessed by the divine powers of the faithful. This potion will instantly destroy lesser undead minions (skeleton, zombie, mummy, etc).
For major undead monsters roll two attack dice.
Discard once used.
Smear this cool and slippery salve onto a hero’s armour and they become resistant to any ice attack.
Once an attack with ice has been resisted, the salve becomes useless and slides off the hero’s armour.
Discard once used.
This clear sweet liquid manipulates every cell in the body of whomever drinks it and turns them invisible.
The potion becomes inactive when the hero either triggers a trap, walks adjacent to an enemy or makes a ranged attack.
Discard once used.
Single-use explosive that can be thrown at a single enemy or a group.
Use four attack dice on the first enemy hit. Anyone in the surrounding squares of that target is hit with three attack dice.
Discard once used.
This large potion of healing will restore 6 BP up to the hero’s maximum starting BP.
Discard once used.
This small potion comes as a set of three. Each vial will let a hero restore 3 BP. It cannot heal a hero above their maximum starting BP.
Discard once used.
This poison salve is spread on a hero’s weapon.
When an attack is successful, deal damage as normal. If the monster survives the initial attack, it loses 1 BP on the next turn before it can take an action.
Discard once used.
Deadly concoction of ingredients that will deal extra damage to non-armoured enemies.
Roll two attack dice when thrown at a non-armoured enemy and one for an amoured enemy.
Complete combat as usual. Any successful hit dealt causes no immediate damage. On the monster’s next turn it loses the amount of BP it was hit for.
Discard once used.
This glowing purple potion surges through the hero’s body, making their muscles hard and reflexes sharp.
When a hero is next attacked he is given two extra defence dice.
Discard once used.
Mystical energy pulsates from this shimmering potion. Drop a tiny amount in any location and it acts as a homing beacon.
This potion will transport the user and anyone adjacent to them to the location where the first droplet was placed.
Discard once used.
This bitter, watery liquid stirs something inside and opens up the hero’s third eye.
This potion enables the user to see all traps and secret doors as he explores the dungeon. The effect wears off when the hero loses BP.
Discard once used.
Single-use explosive that can be thrown at a single enemy. Use two attack dice on that target.
Discard once used.
Breach and clear! This smoke bomb can be used to stun and disorientate anyone in a room.
When thrown into a room, anyone – friend or foe – is stunned and misses their next turn. Any hidden traps in that room are triggered.
Discard once used.
This thick orange liquid pulses with energy.
When applied to a hero’s feet it grants that hero double speed on their next turn.
Discard once used.