Location:
The Lost Kingdoms
|
Battle-Level: 2-4
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Objective Room:
Any
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Culchans are flightless birds,
prized by Pygmies and Lizardmen for their brightly coloured feathers,
used for adorning weapons and helmets. They are extremely fierce
and can rip chunks of flesh from the bodies of humans using their
sharp beaks. A recent treaty with the Pygmies has resulted in
a business deal for a local Merchant, Ali Hal-Ebay. In
exchange for vast riches from surrounding temples, Ali has to
supply the Pygmies with Culchan. However, even before delivering
the first group of Culchan, bad luck has struck Ali - the Culchan
have somehow managed to break out of their cages and escape. Ali
has hired the Warriors to search for the Culchan and bring them
back at all costs, otherwise his business deal will be in jeopardy.
A fee of 200 Gold will be paid to the Warriors for each Culchan
brought back alive. The Culchan were last spotted heading towards
a nearby temple so that is where the Warriors must being their
search.
SPECIAL
RULES
Before
dungeon exploration begins, roll 1D6. This is the amount of Culchan
that the Merchant has somehow let escape. In each Dungeon Room
the Warriors encounter roll 1D6. on a roll of 4-6 a Culchan lies
in the corner in addition to the rooms normal events. To capture
a Culchan, fight a battle as usual except that when it is reduced
to 0 Wounds, it is knocked unconscious instead of killed (unless
of course a spell or magic weapon kills the Culchan outright,
eg by decapitation etc). Warriors still receive Gold for a Culchan
knocked unconscious, but no Treasure Card. To return the Culchan
to the Merchant, the Culchan must be carried or dragged along
by the Warrior. A Warrior may only carry a maximum of 2 Culchan
at a time, and while doing so his Move is reduced by -1 for each
one he is carrying. In addition, he may not use two-handed weapons,
shields and anything else that requires the use of 2 hands. Warriors
with a Sterength of 2 or less can only carry 1 Culchan at a time.
In addition, Wizards may not cast any spells while carrying a
Culchan. In combat, a Warrior is assumed to have deposited any
Culchan he is carrying in the corner of the room and can pick
them up again after the battle has finished.
If
at anytime during the adventure the Warriors encounter any Pygmies,
they may hand over any captured Culchans directly to them instead
of fighting them in a battle, but will not receive any payment
for it. The Pygmies will, however convey a message to other Pygmies
that the Warriors are undertaking a mission to capture Culchan
for them; any other Pygmies encountered during this adventure
will not attack the Warriors.
If
the Warriors manage to reach the Objective Room without having
captured all of the Culchan, then the remainder will be there,
along with normal Objective Room Monsters.
Completion
The
Warriors must travel back to a City in order to hand the Culchans
over to the Merchant. The journey time is increased by 1 week
for each captured Culchan there is in the party.