Location:
The Old World
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Battle-Level:
1-2
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Objective Room:
Any
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The
Warriors have been summoned to the city of Gisoreux. They are
quickly ushered inside a great hall by the King's guards. Before
long the King enters, his bloated form telling of a lifetime of
luxuries. The King tells the Warriors he has a task for them;
they are to venture into the mountains and retrieve an object
of great value, a talisman, from within a deep dungeon. It is
rumoured that the evil wizard of the dungeon has died and his
talisman is there for the taking. He doesn't really explain the
talisman further other than it originated from the temples of
Lustria.
As
the King continues talking another group of adventurers walks
into the hall, four of them in total (dependent on the amount
of Warriors). Randomly select four other Warriors equivalent to
the Warriors Battle Level.
"Oh
yes" the King interrupts himself, "I am sending in two groups
of Warriors because of the importance of the talisman, I'm sure
you can divide the booty, and my reward money of 1000 gold!" At
that both groups look at each other with narrowed eyes.
The
King explains the general position in the mountains and says to
start immediately!!
As
soon as the Warriors reach the foot of the mountains the second
group of adventurers runs off into the mountains. Although the
Warriors give chase they lose them amongst the rocky boulders
and cliffs. Realizing they must get to the dungeon first they
head off.
SPECIAL
RULES
Roll
1D6 times on the next table.
1
A random Warrior loses his footing climbing a steep cliff. Each
Warrior can try and grab his arm with an Initiative test of
7, in which case he is pulled to safety. If his fellow adventurers
fail, he tumbles down the cliff banging his head on protruding
rocks until he hits the bottom. He takes 3D6 damage.
2
The Warriors are set upon by wandering monsters. Fight a battle.
3
A random Warrior is hit with an arrow fired from the above cliffs
if he cannot beat an Initiative test of 8. The arrow inflicts
1D6 + 4 damage. The Warriors are sure they could make out what
looks like one of the other Warriors from the opposing group
up there.
4-6
The Warriors travel through the rocky cliffs unhindered. Once
the Warriors reach the dungeon they can see footprints around
its entrance. Cursing their luck they venture in ready for anything.
Play a normal dungeon with the following changes.
Entering
a Dungeon Room
When
entering a Dungeon Room, roll 1D6. On a 4-6 treat the room as
normal. On a 1-3 the other party of Warriors is there rifling
through the rooms booty. They look up as the Warriors approach
and give one warning to them to leave the dungeon now or die!
If the Warriors remain, fight a battle with them. Before the battle
take one Treasure Card for each of the enemy Warriors. They will
use their treasures if they can and once slain these treasures
can be taken in place of the normal treasure rewarded for a battle.
The other Warriors are also worth 200 Gold per Battle Level.
Entering
a Corridor
When
entering a corridor and the 1-3 result hasn't been rolled above,
roll 1D6. On a 1-2 the other Warriors have set a trap in this
room by placing a spring-loaded dagger on the far wall. It fly's
towards a random Warrior hitting if an Initiative roll of 8 isn't
made. It inflicts 1D6+2 damge.
Entering
the Objective Room
Upon
entering the Objective room, place a Chaos Sorcerer appropriate
to the Dungeon Level at the rear of the room.
"The
rumours of my death are grossly over rated," he says with a wry
smile, as the Warriors enter.
Place
Objective Room Monsters as normal. Roll 1D6 if the other Warriors
haven't been encountered in the dungeon yet. On a 4-6 the Warriors
can see them slain at the sorcerers feet. Once the battle is over,
the Warriors snatch the talisman. If the other Warriors still
haven't been encountered in the dungeon yet roll 1D6. On a 1-5
they come bursting into the room, and seeing that the Warrior
already have the talisman they demand that they give it to them.
If the Warriors refuse, then fight a battle. Before the battle
take one Treasure Card for each of the enemy Warriors. They will
use their treasures if they can and once slain these treasures
can be taken in place of the normal treasure rewarded for a battle.
The other Warriors are also worth 200 Gold per Battle Level.
Conclusion
Once
the Warriors return to the King they hand over the talisman, the
reward being 1000 Gold. If they wish they can try and demand double
Gold for the quest seeing as the Sorcerer wasn't dead. If they
try, roll 1D6. On a 4-6 they are rewarded 2000 Gold. On a 1-3
the King is appalled by the Warriors' greed and his royal guards
kick them out of the city, with no reward.
For
the King! by Ben Head.
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