The Prophecy of Telor

A guide to the 13-quest pack that adds the Warlock and Demonform.

What This Pack Is

The Prophecy of Telor is an Avalon Hill quest pack for the 2021 HeroQuest Game System (you need the core box to play it). It began life as a stretch goal unlocked in the 2020 HasLab crowdfunding campaign, went out to backers who chose the Mythic tier, and then reached general retail around 2023–24 alongside its sister pack, Spirit Queen's Torment. It brings a new hero, the Warlock, and a campaign of 13 quests.

Who is Telor? Telor is a person, not a place or a god. In Mentor's backstory in the core Quest Book, Telor is the wizard who travelled with Rogar the barbarian prince, alongside Durgin the dwarf and Ladril the elf. The pack is named for him. There is no "fate" or "destiny" system in this pack: it plays with the ordinary HeroQuest rules plus the additions listed below.

The Story in Brief

The wizard Melar vanished long ago after meddling with dark magic, leaving behind only the Talisman of Lore. Players who have run the core campaign will remember Melar from Quest 5, Melar's Maze. In this pack the heroes go back into Melar's maze to find out what is stirring there and put a stop to it. How Telor and his prophecy fit in is revealed as the quests unfold, so this page leaves it unspoiled.

Reviewers noted the variety of quest goals: some quests have the heroes escaping while being chased, and some use a single room on the board to stand for several floors of a tower. The Lore page explores the background in more depth.

What's in the Box

Both this pack and Spirit Queen's Torment are supported by the free HeroQuest Companion App, so you can also play them with the app as a digital Zargon.

The Warlock

The Warlock is a halfling spellcaster who starts with a wand and three spell cards of their own. Their signature feature is Demonform: the Warlock can take on a demonic shape, represented by swapping in the Demonform miniature. This guide doesn't reprint the hero card's numbers; see the Warlock page for a fuller look at playing the hero.

Demonform at a glance

Check the cards in your box for the exact wording, including how and when the Warlock first takes the form.

The Demonform cycle Normal form and Demonform. Reducing a monster to zero Body Points restores Demonform. Taking any damage moves the Warlock from Demonform back to normal form. Normal form usual Attack dice traps work normally Demonform +1 Attack die ignores traps a monster drops to 0 Body the Warlock takes any damage
Demonform rewards finishing kills and punishes getting hit.

What one extra die is worth

Exact odds for a single attack against a monster with 2 Defend dice and 1 Body Point (a classic orc; monsters block only on the black shield, 1 face in 6):

Attack diceChance to kill the orcAverage Body Points removed
259.0%0.76
375.0%1.22
485.1%1.69

Against a tougher target, such as a classic North American Dread Warrior with 4 Defend dice and 3 Body Points, one attack with 3 dice kills it only 6.0% of the time; with 4 dice that rises to 17.5%. Because a kill renews Demonform, the extra die feeds itself: aim the Warlock at weakened or low-Body monsters to keep the form going.

Playing the Pack Well

  • Keep the Warlock out of the front rank when you can. Any damage ends Demonform, so let the Barbarian or Dwarf soak the first blows, then step in to finish wounded monsters.
  • Use the trap immunity. A Warlock in Demonform can lead through corridors you suspect are trapped, but remember it protects only the Warlock, not the heroes following.
  • Still move then act, or act then move. Demonform doesn't change the turn rules: no splitting your movement around an attack.
  • Read each quest's goal first. With escape quests and tower quests in the mix, "kill everything" is not always the win condition.

Try It at the Table

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