Kellar's Keep

What the 2021 Avalon Hill Kellar's Keep quest pack contains, where it fits after the core game, and how to survive its crowded greenskin quests.

Kellar's Keep at a Glance

Kellar's Keep is the first quest pack most groups pick up after the core box. It adds no new rules system and no new hero. What it adds is ten more quests, more monsters to fill them, and a story that carries on from where the core Quest Book leaves off. If your group finished the fourteen core quests and wants more of the same game, this is the natural next box.

ItemAvalon Hill edition
Publisher and yearAvalon Hill (Hasbro), 2021
RequiresThe HeroQuest Game System (the core box)
Quests10
Heroes addedNone. You play the Barbarian, Dwarf, Elf and Wizard from the core box, or any other hero you own.
Headline contentA new quest book and extra monster miniatures for a greenskin-heavy campaign: more orcs, goblins and Abominations
Companion appKellar's Keep is among the quest books the free HeroQuest Companion App supports, including its Digital Zargon mode

No new heroes in this box. Kellar's Keep is a quest pack, not a hero pack. The first new hero of the Avalon Hill line is the Knight, from the separate Commander of the Guardian Knights collection; see The Heroes for which box brings which hero.

Where It Fits in the Campaign

The core Quest Book's story leaves the King's army holed up in Kaba Karn, an ancient dwarven stronghold. Kellar's Keep picks up that thread: the heroes head underground to reach them. Avalon Hill also released a free online quest, "Forsaken Tunnels of Xor-Xel", written as a bridge between the core book and this pack, so you can play it in between if you want a smoother hand-off.

flowchart TD A["Core Quest Book<br/>14 quests"] --> B["Forsaken Tunnels of Xor-Xel<br/>free online bridge quest"] B --> C["Kellar's Keep<br/>10 quests"] A -.-> C C --> D["Return of the Witch Lord<br/>10 quests"] D --> E["The Frozen Horror and later packs"]

The dotted line is the direct route: the bridge quest is optional. Most groups then play the later packs in release order, which is the order this guide follows.

Classic edition (1989–1990): the original Kellar's Keep was released in Europe and Australasia in 1989 and in North America in 1991, also with ten quests. It added more orcs, goblins and Fimir (the creatures the 2021 game calls Abominations), and its story sends the heroes to rescue the Emperor and his army. The Avalon Hill text speaks of the King instead, and the villain is Zargon throughout (Morcar in the original European books).

What Changes at the Table

The rules are the core rules. Heroes still roll two red dice to move, still move then act or act then move (never part of a move, an action, then the rest), and still choose from the same six actions: Attack, Cast a spell, Search for treasure, Search for secret doors, Search for traps, or Disarm a trap. What changes is the pressure.

Numbers

More bodies on the board

With extra orcs and goblins in the box, Zargon can fill rooms and corridors far more densely than most core quests do. Expect to be outnumbered and to fight several turns in a row.

Toughness

Abominations in groups

An Abomination takes more than one hit to drop. When several appear together they soak up attacks that a goblin crowd would not, so plan who finishes which one.

Carry-over

Your gear matters now

Body and Mind Points and spells reset between quests, but gold and equipment carry on. A party that bought armor during the core campaign walks into this pack in far better shape.

The Odds Against Greenskins

The numbers below use the classic 1990 North American monster stats, which fan sources say the 2021 game follows; the official figures are on the 2021 monster cards and Zargon's screen, so check yours. Combat dice have three skulls, two white shields and one black shield: each skull is a hit, a hero blocks on a white shield and a monster blocks only on a black one. Every percentage is computed exactly from those faces.

Chance a hero kills the monster: top figure with one attack, bottom figure within two attacks
Monster (classic NA Attack / Defend / Body)Barbarian, 3 diceDwarf or Elf, 2 diceWizard, 1 die
Goblin (2 / 1 / 1)81.3%
96.5%
66.7%
88.9%
41.7%
66.0%
Orc (3 / 2 / 1)75.0%
93.8%
59.0%
83.2%
34.7%
57.4%
Abomination (3 / 3 / 2)33.3%
68.1%
14.5%
41.0%
0%
8.4%
What one monster attack does to a hero defending with 2 dice
AttackerAt least 1 Body Point lost2 or more lostAverage loss
Goblin (2 attack dice)44.4%11.1%0.56
Orc or Abomination (3 attack dice)62.5%27.8%0.96

Two things stand out. First, the Wizard's dagger cannot kill an Abomination in a single attack at all: one die can do at most one point of damage against two Body Points. Point the Wizard's spells and the Barbarian's broadsword at Abominations, and let the Dwarf and Elf clear goblins. Second, an orc hits a two-dice hero more often than not. Over a long fight in a crowded corridor that adds up, so a Helmet or Shield bought between quests pays for itself here. You can check any matchup yourself with the Dice Roller.

Try It at the Table

  • Fight in the corridor, not the room. Monsters cannot move or attack diagonally and cannot pass through heroes. A hero standing in a one-square corridor faces one attacker at a time while a second hero waits behind, ready to step up.
  • Open doors with care. Doors never close again once opened. Opening several rooms at once can bring a whole wing down on you.
  • Search only when the coast is clear. You cannot search while a monster is in view, and almost half of the treasure deck is wandering monsters or hazards, so a treasure search in a big dungeon is a small gamble each time.
  • Save spells for the bad rooms. Each spell is cast once per quest. Spending Ball of Flame on a lone goblin leaves nothing for the Abomination pack two rooms later.
  • Let the Dwarf handle traps. The Dwarf disarms without a tool kit and fails only on a black shield, so the rest of the party can keep their gold for armor.

Running It as Zargon

Kellar's Keep gives Zargon more figures, and the temptation is to throw them all in at once. The quests are more fun when the pressure builds: let the early rooms be manageable, then use the full weight of the greenskin miniatures where the quest notes call for it. Read each quest's notes before play so you know which monsters have special rules and where the wandering monster comes from. Playing Zargon covers pacing and fairness in more depth.

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