BOARD #2 - TOWN


Wandering Monster:  Orc


General Notes:

There are four types of people that the Heroes can meet on this board:  shopkeepers, residents, the Sheriff and his deputies, and thieves.  

The shopkeepers are not represented by figures (although you can do so if you wish) and the Heroes cannot attack them; they are really here to give the Heroes information.  If the Heroes do try to attack any of the shopkeepers read: {The shopkeeper sees you attacking and pushes a secret button.  You find yourselves outside the door.}  Move the figures outside the door.  If they go back inside, read to them:  {The shopkeeper says to you, "Do you like that trick?  The wizard Welscar makes these little things, and since the thieves have gotten so thick around here nearly all the shopkeepers have bought one.  Try to attack and you'll find yourself outside.  Works like a charm - which I guess it is."}  

Chaos Warriors and Chaos Mages are used to represent the residents of the town.    If the Heroes attack any of the residents (rooms 'H', 'K', 'O', and 'P') or the priests in the Temple of Bohn (room 'J') the Sheriff and his two deputies, found in room 'L', immediately appear and help the resident in repulsing the Heroes' attack.  Mark down each Hero's current body and mind points at this time.  If a Hero's body or mind points get to zero, the Hero has been knocked unconscious.  Turn the Hero on his side.  If all four Heroes are unconscious, they wake up to find themselves in a jail cell (move the figures to room 'M') with their body and mind points restored.  If the Heroes split up, the Sheriff and the Deputies will take care of the group they are currently fighting, then track down the other Heroes.  At the start of a confrontation between the players and the Sheriff, tell the players:  {The Sheriff yells, "Attacking a citizen is against the law.  Give up and come peacefully!"}  Any or all players may give up, or choose to fight.  If the players give up, they spend 2 turns in the jail cell.  If they fight and lose and are then taken to jail, they spend 4 turns there.  See Special Notes for room 'M' for a description of the jail cell. If the residents of the room are killed, but the Sheriff captures the Heroes, the resident will be back in the room if the Heroes ever return.  If the Sheriff, all the deputies, and the residents are killed, the Heroes are free to search the room and take anything they find.  If the Heroes return to this room later there will be no new residents in it.  If the Sheriff and deputies are killed, but some of the Heroes have been knocked unconscious, the unconscious Heroes wake up with their body and mind points restored.  You may want to wake them up after the conscious Heroes have searched the room for treasure.  If the Heroes attack a different resident after defeating the Sheriff and his deputies, a new Sheriff and a new set of deputies show up.  

The Sheriff and his Deputies are represented by Chaos Warriors, except for one deputy who is represented by the Gargoyle.  Their roles in the game are covered above.

Thieves are true monsters and are represented by Orcs and Fimirs.


Jail Stay: Everything the Hero owns (weapons, armor, gold, etc) is taken from him when placed in the jail cell.  Everything is returned when the Hero is released.  When a Hero's jail stay is up, tell the Hero: {The Sheriff opens the door and says: "You are free to go".}  Only those Heroes whose jail term is up can leave.  Be sure to read the special notes under room 'M' if the Heroes are thrown in jail.


Specific Notes:

A. Read to the players: {"This is the Mayor's office."}  
The first time the Heroes enter the office:
    1)  If the Heroes have not visited the Thieves' Den, read this to the players:  {The Mayor says: "Just the people I want to see.  I have a job for you.  We are having a problem with thieves in this town, and I need someone to find out where their hideout is.  The Sheriff can't seem to get the job done.  If you can find their hideout, let me know.  I will reward you greatly.  If you can destroy the thieves, your reward will be greater yet."}
    2)  If the Heroes have visited the Thieves' Den, but have not destroyed all the thieves, see #2 below.
    3)  If the Heroes have visited the Thieves' Den and have destroyed all the thieves, see #3 below.

If the Heroes return to the office:
    1)  If the Heroes have not yet located the Thieves' Den, read this to the players:  {The Mayor says: "You've not found the thieves hideout yet?  Well, keep looking.  The sooner you find it the sooner you'll get the reward."}
    2)  If the Heroes have found the Thieves' Den but have not destroyed all the thieves, read this to the players:  {The Mayor says, "You've found the thieves hideout!  Wonderful.  Let me reward you."  He looks through his desk for a moment, and pulls out four medals that say HERO on them.  He pins one onto each of you.  You look closely at the medals and see that they are made of lead and painted gold - totally worthless.}  NOTE - only read the previous statements the first time the Heroes return to the Mayor's office after finding the den.  After pinning on the medals, and every other time the Heroes return to the Mayor's office until all the thieves are destroyed, read this to the players:  {The Mayor says "Don't forget that I've got another reward for you once the thieves have all been killed."}
    3)  If the Heroes have destroyed all the thieves, read this to the players the first time they enter: {The Mayor says "What wonderful news!  You've killed all the thieves.  Here is our greatest reward for those who have done service for our town."  He hands each Hero a gold key.  "This is the key to our city.  It symbolizes that our gates are always open for those who are friends of our town.  Just don't come after dark.  The guards won't open the gates for anyone then."  Like the medals, these keys are worthless gold-painted lead.}   NOTE - only read the previous statements the first time the Heroes return to the Mayor's office after destroying all the thieves.
    4) If the Heroes return after receiving the medals and the keys, read: {The 
Mayor sees you come in and says, "Ah, the Heroes of the city.  What can
I do for you today?"}

If the Heroes generally talk to the Mayor, read this to the players:  {he says, "Welcome to our fair town.  I'm sure you'll find everything you need here." } Specifically he knows:
    Thieves (before the Heroes have found the Thieves' Den):  {They are a plague to our town.  I'm sure you'll be able to take care of them, though.}
    Thieves (after the Heroes have found the Thieves' Den):  {Now that you know where their hideout is, I know that you'll have no problem destroying them all.}
    Thieves (after the Heroes have killed them all):  {You've done such a wonderful job taking care of our problem.  You have the thanks of everyone in the town.}
    Any of the shopkeepers:  {He has the finest merchandise, and the lowest prices around.}
    Baltar:  {He keeps to himself and has nothing to do with us in town.}
    Welscar:  {He has brought much prosperity to the town with his Wizard's School and all the royalty he invites to his parties.}
    Anybody Else:  {I'm sorry, I don't know that person.}
    Anything Else:  {I'm sorry, I know nothing about that.}


B. The secret door into this room cannot be found, even when searched for, unless the Heroes have successfully fought the thieves encountered at spot 'F'.  The entrance to the Thieves' Den (board 4) is opened by a secret switch that can be found if the Heroes search the bookcase.  When it is found, tell the Heroes {The bookcase suddenly opens up, revealing a small set of stairs going down.}  Replace the bookcase with the small stair tile.  If the Heroes have had anything stolen by the thieves, they will find it in this room if they search for treasure.


C. When a Hero is outside the door, tell him {A sign above the door says 'Stables'}.  The first time a Hero enters this room read this: {This is the stables.  A young Stablehand is taking care of the horses stabled here.}   If the Heroes try to talk to the Stablehand or ask him any specific questions, besides about his brother Anners, he tells them {I'm sorry sirs.  All I knows about are horses".}  If they ask about his brother Anners, read: {Sirs, have you found him yet?}

     1).  The first time he sees the Heroes, before the Heroes can say anything to him, read this:  {The Stablehand sees you coming in and says, "Please sirs, won't you help me.  My brother, I know what he was doin' was wrong and all, but he said he was goin' to them tombs outside the Wizard's castle.  He said he was gonna see if there was ennythin' on them that was dead that maybe they wouldn't be needin' anymore.  Them rich folk like to bury their dead with rings and jewels and such on, you know.  Only you see, he's been gone quite a while now and he ain't come back.  Our ma, she's been frettin' on account of not knowin' if he been killed or just run off.  If you find anything about him, please let me know.  You'll know my brother on account of the ring he always wears.  It's bronze and not worth much, and the smithy put his initial 'A' on it because his name is Anners.  If'n you find him, you tell me, won't you please?"}  If the Heroes answer yes, tell them {The Stablehand says "Thank you, sirs.  Thank you very much.  I will be waiting here for you".  The Stablehand goes back to work.}  If the Heroes say no or say nothing, tell the players: {The Stablehand says "Well, if'n you maybe change your mind, I'll be here workin'" and goes back to work.}
     
     2).  If the Heroes return to the stable and have not yet given him any information about his brother, tell the players:  {The Stablehand says "Sirs, have you found my brother?"}

     3).  If the Heroes find Anners' ring and give it to the Stablehand, read this:  {"The Stablehand says "Thank you.  Now I know what became of him.  I know you would not have this ring if he was still livin'.  My brother thought much of this ring, and always said it was special when freely given, so I'll give it to you for helpin' me."  The Stablehand returns the ring to the Hero who gave it to him.  "I'll go and tell my ma now".}  The Stablehand leaves, and never returns to the stables.  Tell the Hero who has the ring: {The ring begins to glow after the Stablehand gives it to you.}  Give the player the artifact card - Ring of Protection.

     4).  Anytime a Hero enters the stables after the stablehand leaves, read: {The stables are empty.  There is a 'Help Wanted' sign in the window.


D. When a Hero passes outside the door, tell him: {A sign outside this door says 'potions'".}  The first time a Hero enters this room read this: {This is the potion shop.  A young man sits behind the counter.}  The potions he sells are listed in the general notes about this quest.  Read the list to the players if they wish, or print it out.  If a Hero generally talks to him, the Potion Man says: {Why, I know about most of the people in this town.  Just ask me about anyone by name and I'll tell you what I know".}  He will tell the Heroes the following when specifically asked:

     Graveyard:  {All the rich and important families of the town were buried there once.  Now people say that it is haunted and no one goes there.  My mother always said that the Mad King's ghost walks among the crypts.  Don't think it's true, but it makes a good story.}
     Mad King or Mummy Lord:  {At one time he was a king over all the lands surrounding our city.  He is the one that built the castle that Welscar lives in.  It is said that he was always experimenting with dark magics, trying to prolong his life.  It eventually drove him mad.  When he died, he was buried in the family crypt.  The magics he had cast over his body brought him back to life, and he now rules the undead from his grave as the Mummy Lord.  His family lived in the castle for several more generations, but eventually died out.  Welscar moved into the castle and has restored it to it's former glory.}
     Inn or Innkeeper:  {The Inn is a fine place to rest.}
     Stablehand:  {His family has had run-ins with the law before.  That one will come to no good just like the rest of his family - you mark my words.}
     Armorer:  {That one likes to head over to the Inn for a drink, and he drinks way too much, if you know what I mean.  He always has some tall tale to tell after he has had a few.}
     Butcher:  {That one does like to play cards.  He has always liked games, ever since he was a child.  He has always liked winning, and is pretty good at most games.  He plays fair and is a good sport, but can't stand it when someone cheats.}
     High Priest or Cult of Bohn:  {They're a strange bunch, over at that temple.  You see people going in, but very few come out.  The Armoror tells that he saw a line of figures leaving the temple late one night.  He said they looked strange, and all walked funny - kind of shuffled instead of lifting their feet.  He said he followed them a ways, and they were heading toward the silver mines in the mountains up north.  Of course, the Armoror sees a lot of things the rest of us don't - he likes his ale, you know.} 
     Baker:  {That poor man, he's been fretting over his son lately.  About the only thing that he does to take his mind off his troubles is to go to the weekly card game at Welscar's castle.}
     Mayor:  {I don't know why we elected that rascal.  We're up to our necks in thieves, and does he do anything about it - noooo.}
     Thieves:  {They come and go at will in this town.  It used to be they only robbed someone occasionally at night, but now they're so bold they're attacking citizens in broad daylight!}
     Welscar or Baltar:  {Welscar and Baltar are brothers, don't you know.  Twins, they are, but you'll never see two more different people in all your life.  Baltar just sits in that house of his all alone - they say he has demons for servants and guards.  No one ever sees him, and he doesn't see anyone if he can help it, and that's just the way he likes it.  Welscar, on the other hand, has more company than you can imagine.  He seems to thrive on it.  Visitors from all over come to his castle.  He loves parties and is always throwing them.  He's even started a school for wizards in his castle.  Training young people in the wizardly arts, he says.  Welscar also likes to play cards.  He hosts a weekly card party at his house.  I see several of the shopkeepers heading up there quite a bit.  I heard recently that both Welscar and Baltar have installed some sort of burglar alarm in their houses to keep out thieves.  They're both worried that the other will steal some childhood toys that both they cherish - a ball and a kaleidoscope.}
     Anything Else:  {Why, I don't know anything about that .  If you find out anything, you be sure to let me know.  I like to keep informed.}
     Anybody Else:  {Why, I don't know anything about them.  If you find out anything, you be sure to let me know.  I like to keep informed.}


E.  When a Hero passes outside the door, tell him : [A sign outside this door says 'Armory'.}  The first time a Hero enters this room read this: {This is the armory.  Weapons, shields, and armor line the walls.  The Armorer is checking his inventory for signs of rust."}  This is where the Heroes can buy or sell weapons.  The Armorer's  inventory can either be the regular armory inventory, or the one listed in the README.TXT file. If the players generally talk to the Armorer, he tells them:  {I sell the finest weapons and armor around.}  If questioned specifically about items, this is what he knows:

     Graveyard:  I've never been there.  They say it is haunted.}
     Mad King or Mummy Lord:  They say his spells drove him mad.}
     Welscar:  He buys some of my weapons from time to time.  A wonderful man.}
     Baltar:  I've never seen him; he never comes to town.  It's not right for a man to live like that all alone.  I think he must be dabbling in black magic.}
     Inn or Innkeeper:  {A wonderful place, the inn.  The have the best ale you'll ever taste.}
     Temple of Bohn or High Priest:  {That's a weird bunch, for sure.  One night I saw some priests marching a whole line of people out of town.  It was the strangest thing, all the people were just marching, nothing else.  Not looking around, not talking - just marching like they was in a trance or something.  I snuck behind them to see where they were going.  It looked like they were heading those people straight to the silver mines up north.  No one believes me, though.  They say it was the ale affecting my eyes.  But I know I saw them people leaving the temple.}
     Anything Else:  {Sorry, don't know anything about that.}
     Anybody Else:  {Sorry, don't know anything about them.}



F.  This is an ambush by the thieves that have been plaguing the city.  Do not place the monsters marked "See note F" until after all the Heroes have passed the spot and entered the alley. If all the Heroes are not going into the alley, you may have to lure them.  Tell a Hero that he sees something glittering on the ground, but when he tries to pick it up, the glittering moves away into the alley.  If you cannot get all the Heroes into the alley or they have split up, spring the ambush on just the Hero or Heroes that are in the alley.  You may need to place the monsters in different positions from what is shown on the map, depending on where the Heroes are located.  When the first Hero enters the alley, tell him: {You have entered a long, secluded alley, so dark that it is hard to see the walls.}  When the ambush is sprung, tell the Heroes: {You hear a click and are surrounded by monsters.}  The monsters surprise the Heroes, and any Heroes involved in the ambush automatically lose their turns.  Pick a monster closest to a Hero.  He says, {Right, then.  Give us all your possessions and we may let you live.}
    1)  The Heroes may give up without a fight (not likely, but a possibility).  The monsters take everything that is given them.  If the Heroes try to hold anything back, roll a die.  On a roll of 4-6, the monster growls {"I said everything!"} and attacks.  See #2 below for a description of the fight.  If the monsters do not attack, or the Heroes give everything, the players hear another click and the monsters disappear.  If this happens the Heroes cannot find the secret door to room B.  If they leave and then come back here later, the monsters will ambush them again.
    2)  If the Heroes attack the thieves, or the thieves attack the Heroes (see #1 above) continue the fight like normal until only 1 thief is left (even if it means fudging the stats a little - make sure that one monster is left alive at the end of the players turns).  Tell the Heroes: {The lone thief looks around and sees all his fellow thieves lying dead on the ground.  A look of panic crosses his face.  He suddenly lurches for the wall, touches a spot on it, and disappears.  You see where he touched the wall; if you look closely you can see a button of some sort.}  Once the thief has shown the Heroes where the secret door latch is, they can find it if they search.


G.  When a Hero passes outside the door, tell him: {A sign outside the door says 'Red Hog Inn'.}  The first time a Hero enters this room read this: {This is the Red Hog Inn.  The Innkeeper looks up from behind the counter when the Heroes come in.  He says 'Would you like a room? They are 40 gold coins a night.'}  If the Heroes say no, the door leading to the north will not open.  If they say yes, deduct 10 gold coin from each Hero.  If a Hero is lacking coins, one of the others can pay for him.  If the Heroes do not have enough money, tell them: {The Innkeeper says:  "Sorry.  If you don't pay you can't stay".}  When the Heroes pay for a room, tell them: {The Innkeeper says "Go through the door to the north.  Turn right.  Yours is the second room".}  Each time the Heroes enter this room the door leading north should be closed.  This door is locked and cannot be opened unless the Heroes pay for a room.  When talked to generally, the Innkeeper asks {Do you want a room?}  When questioned specifically, this is what the Innkeeper knows:

     Armorer:  {That one is in most every night.  He usually doesn't leave until he can barely stagger home.  He does love the ale.  You should hear some of the stories he tells.  He is always seeing things and having all sorts of adventures after he leaves here each evening.}
     Welscar:  {He comes in here occasionally and buys everyone a round.  Just about everyone in town likes him.}
     Baltar:  {I have never seen him.  He lives alone in his house to the north and never leaves.}
     Graveyard:  {I went there once as a child on a dare.  I have never been so scared.}
     Mad King or Mummy Lord:  {They say he haunts the graveyard, looking for souls.}
     Anything Else:  {I don't know anything about that.}
     Anybody Else:  {I don't see that person in here very often.  If you happen to talk to them, invite them over for a mug of ale.}


H.  As long as they have not killed him, tell the players: {A wizard is here, studying his books.  He says to the Heroes, "Come in, come in.  I am studying and don't have time to talk right now.  Please touch nothing."}  He will ignore the adventurers unless they attack him, or if they search for treasure and find some.  If they search and a wandering monster appears, tell the adventurers: {The wizard puts his book down and watches the fight.}  When the fight with the wandering monster is over tell them: {With the diversion over, the wizard returns to his studying.}  If they take anything tell the Heroes: {The wizard looks rather perturbed and says, "I said not to touch anything".}  He then attacks the Heroes.  Don't forget to bring the Sheriff and his deputies to help the wizard.

   Wizard's Stats:  Movement: 7, Attack: 2, Defend: 4, Body: 4, Mind: 8, Spells: Rust, Summon Orcs, Lightning Bolt, Tempest.


I.  When the Heroes open the door, tell them  {This is your room at the inn.  You rest here for the night, and awaken feeling refreshed and healed.  You may relearn your spells now if you wish.}   Return all the Heroes mind and body points to normal.  If the players wish to end a gaming session, this is where they can do it.  This is where they start next time they play.  At the start of a new gaming session, read the statement above again.


J.  The first time a Hero enters this room read this: {This is the Temple of Bohn.  There is a large stone statue of Bohn in the corner.}  Use gargoyle figure for the statue.  The statue is stone and will not come to life.  If a Hero attacks the statue anyway, his weapon breaks on a roll of 5 or 6 on a die.  A High Priest and several Priests are standing by a small staircase.  Tell the players {The High Priest stares at you and seems displeased.  'Feel free to meditate here in the Upper Temple', he tells you, 'but I must ask you not to enter the Lower Sanctuary.  Our disciples are being instructed in the teachings of Bohn and must not be disturbed.'  The High Priest and Priests block the way to the stairs.}  They will not attack unless first attacked by the Heroes.  If the Heroes leave without killing all the priests, they will be back in full numbers guarding the stairs if the Heroes return.  If one of the priests is killed, leaving the way open and the Heroes go down the stairs, the other priests will follow, still attacking the Heroes.  If the Heroes attack the priests, make sure you bring in the Sheriff and his Deputies.  The Sheriff and the Deputies will follow the Heroes down the stairs, too.  If the Heroes try to talk to any of the priests, whether generally or about a specific subject, they say, {"Great are the blessings of Bohn."}


K.  If they have not been killed, tell the Heroes: {There are two adventurers sitting here.  They see you coming in and stand, brandishing their weapons.  The adventurers say: "Please leave.  Now!"}  If the Heroes do not leave by their next turn, the adventurers attack.  Don't forget to bring in the Sheriff to help the adventurers.  The chest contains 20 gold coins.

Wizard's Stats:  Move: 6, Attack: 3, Defend: 5, Body: 5, Mind: 8, Spells: Fear, Sleep, Command.


L.  When the Heroes enter this room for the first time, say: {This is the jail.  The Sheriff is standing close to the door, and his two deputies are standing side by side in the back of the room.  There is a jail cell to the west that contains two Orcs.}  If the Heroes try to open the door to the cell, tell them: {The door is locked and the Sheriff says "Please leave that cell alone.  I don't want anything happening to my prisoners."}  If the Heroes try the door again or try to pick the lock, tell them: {The Sheriff looks at them and says "Trying to break criminals out of jail is against the law"}  He and his deputies attack.   The Heroes cannot open the cell door as long as the Sheriff and the deputies are alive.  Once they are dead, the Heroes can pick the lock.  If a Hero's body or mind points gets to zero, he should be unconscious (see general notes above).  If the Heroes leave after killing the Sheriff, then return to the jail, a new Sheriff and new deputies are here (use the same figures).  If the cell door is opened, tell the Heroes:  {The two Orcs say "Thanks, pals.  Come and visit with our boss in the Thieves' Den.  I'm sure he'll reward you."  The two thieves run through the jail door outside and disappear.}  Remove the two Orcs from the board.  If the Heroes talk to the deputies, they tell the Heroes {"You'll have to talk to the Sheriff."}  If generally talked to, the Sheriff tells them {"Don't break any laws and you'll be OK".}  The Sheriff specifically knows:
    Orcs in Jail:  {The thieves are sneaking into town somehow.  I caught these two last night.  Maybe I can get them to talk.}
    Thieves (if the Heroes have not destroyed them all):  {I know we could catch the thieves if the Mayor would only give us more money to hire more deputies.}
    Thieves (after the Heroes have destroyed them all):  {You have my thanks for the fine job you did.}
    Armorer:  {He keeps coming to me with all sorts of strange sightings, but I think it is just the ale that he drinks.}
    Stablehand:  {I've got my eye on that one.  Most of his family has been in here more than once.}
    Temple or Priests of Bohn:  {I've got to uphold the law and protect them, but I don't like it.  There is something strange going on in the temple.}
    Mayor:  {I wish he could see fit to spend some money so we could hire more deputies.}
    Welscar:  {That one is as honest as they come.  I've never had any trouble with him.  A good thing, too.  I don't know how I could stop him if he decided to break the law.}
    Baltar:  {I don't know what to think of him.  I never see him.}
    Any of the other shopkeepers:  {He's a good law abiding citizen.}
    Anything else:  {Sorry, I don't know anything about that.}
    Anybody Else:  {I don't know that person, but if he obeys the law we will get along.}


M.  Tell the players: {This is the jail cell.}  If the Sheriff throws the Heroes in here, they cannot open the cell door, no matter how hard they try.  If the two Orcs are still here, they leave the Heroes alone during their jail stay.  When a Hero is allowed to leave (see general notes for this board) and if at least one of the Orcs is in the cell, tell the player: {One of the Orcs in the cell says, "Hey pals, don't forget about us.  If you could break us out, our boss would reward you plenty."}  If the Heroes attack the Orcs, they pull some hidden knives from their cloaks to defend themselves.  The Sheriff and his deputies open up the cell door to defend the Orcs, also.  Don't forget that any Hero in jail has no weapons or armor.  


N.  When a Hero passes outside the door, tell him: {There is a sign here that says 'Butcher'}.  The first time a Hero enters this room read this: {The Butcher is behind his counter, cutting away at some meat.}

    1)  If the Heroes have not talked to him before, tell the Heroes: {The Butcher sees you come into his store and says "You know, maybe you can do something for me.  I play cards at Welscar's castle all the time.  I am sure that Welscar is cheating, though.  I use to win quite a lot when we played; now I rarely win at all.  Welscar seems to win all the time, now.  I have an amulet that warns me when magic is in use nearby.  It never goes off when we are playing cards, so I don't think that Welscar is using magic.  If you could prove that Welscar is cheating I would make it worth your while."}
    2)  If the Heroes have not solved his quest, tell the Heroes: {The Butcher asks "Have you found any proof that Welscar cheats when we play cards?"}
    3)  If the Heroes give the Butcher the deck of cards (they must have the tile found on board #6), tell them: {The Butcher says "Hmm..." and examines the cards.  He suddenly exclaims "These cards are marked!  Thank you, thank you, my friends.  I now have evidence that Welscar is cheating.  You don't know how grateful this makes me.  I have just the thing to reward you.  It will cause Welscar a lot of grief.  He keeps his most precious items in the magic vault on the second floor of his castle.  I believe that the way into this vault lies in one of the four towers that top his castle.  I saw him opening the door to the first tower once.  He didn't know that I was around, and I saw him clap three times, stamp his feet twice, and then clap once more.  The door to the tower opened right up.  It would make him so angry if he knew that someone was privilege to one of his most guarded secrets.  I hope this information helps you.  Thank you again.  Remember, clap three times, stamp twice, and clap once."  The Butcher turns and begins humming happily to himself as he goes back to his work.}  Note:  take the deck of cards tile from the player.
    4)  If the Heroes have solved the Butcher's quest tell them: {The Butcher sees you and asks "Would you like to buy some meat?"}  If a Hero answers yes, deduct a gold coin from his sheet and tell him: {You buy a slice of beef.}  If the Hero has no money, tell him: {The Butcher says "Sorry, I don't sell on credit."}
   
    When talked to generally, he says {These are the best cuts of meat in town, but I hate it when someone comes in here and tries to cheat me".}
    When asked specifically, this is what he knows:

    Password into 1st tower (if Heroes have given Butcher the deck of cards):  {Clap three times, stamp his feet twice, and then clap once more.}
    Welscar:  {He likes to play cards, that's for sure.  I use to think he was honest, but now I'm not so sure.}
    Armorer:  {I'd be careful about using his weapons.  He likes to drink, and there is no telling how that affects their construction.}
    Baker:  {I play cards with him every week.}
    Anybody or Anything Else:  {Sorry, can't tell you anything.}


O.  Tell the Heroes: {Two adventurers are here.  One yells at Heroes "I'll not let you thieves steal our things!"}  Both attack (don't forget to bring in the Sheriff).  The chest contains 60 gold coins.


P.  Tell the Heroes: {A wizard is studying his books here.  He asks you "Why are you here?"}  Whatever the Heroes answer, tell them: {The Wizard replies, "Well then, please leave." and goes back to studying.}  He will not attack unless the adventurers attack him first.  If a Hero tries to search and the wizard is still alive, he raises his hands and all Heroes in this room find themselves outside the door.  The chest contains 40 gold coins and a Potion of Minor Restoration.  It is also booby-trapped with a poison needle.  Any Hero who tries to open it without first disarming it will lose 1 body point to the poison (no saving throw).

Wizard's Stats:  Move: 8, Attack: 2, Defend: 5, Body: 4, Mind: 8, Spells:  Summon Orcs, Summon Undead, Lightning Bolt, Ball of Flame


Q.  When a Hero passes outside the door, tell him: {There is a sign here that says 'Bakery'.}  The first time a Hero enters this room read this: {The Baker is busy baking.  The Baker looks at you and says. "You must the the Heroes that I have been hearing about.  I know it's a lot to ask, and I can't pay you anything right now, but if you could help me I would appreciate it.  My son has joined the Cult of Bohn, and I haven't seen him in several weeks.  I am very worried, and fear that the priests are doing something evil in their temple.  Here is an engraving of him.  It is a very good likeness, and you can use it to find him.  If you could rescue him from the temple, I would be forever in your debt."}

If the Heroes return to his shop:
    1.  With the Baker's Son, tell the Heroes:  {The Baker looks up, sees his son, and begins crying.  "Thank you, thank you." he says.  "I can't tell you how joyous I feel.  Like I said before, I don't know how to repay you, but if you return when my son is feeling better perhaps we can think of something."}
    2.  Without the Baker's Son (he is still in the temple), read to the Heroes: {"The Baker looks up, then down again, trying to hide the disappointment on his face.  He asks you "Have you not found my son yet?  Please, I beg you, keep trying."}
    3.  The first time they return after rescuing the Baker's Son, read: {The Baker sees you and smiles.  "My son is feeling much better now, thanks to you.  I have something to repay you with; you may find it of some use.  My son found this key when he first entered the temple.  He put it in his pocket intending to give it to a priest, but as soon as the lectures began he forgot about it, along with everything else.  I give it to you."}  (Give one of the Heroes the key tile).
    
When talked to generally, the Baker says, {"I am the towns Baker of bread."}  Specifically he knows:
   
    Welscar:  {I enjoy his card games.  He is getting better than he use to be.  Up until a month ago or so he would rarely win.  Now he wins all the time.  He recently won quite a bit of gold from the Butcher.  I think the Butcher believes that Welscar is cheating.}
    Temple of Bohn or Priests:  {That is an evil bunch.  I wish the Sheriff would run them out of town.}
    Baltar:  {He does not buy bread from me.  I do not know where he gets his food, unless he conjures it up from thin air.}
    Mad King or Mummy Lord:  {He use to live in the castle outside of town.  He is said to rule over those that are buried in the cemetery.}
    Anyone Else:  {I see him when he buys bread from me, but we rarely talk.}
    Anything Else: {I am sorry, but I no nothing about that.}
    

R.  This is the exit to board #5, Welscar's Castle.  When the Heroes enter this spot from board #5, read: {You are on the main street of town.  You see Baltar's house off to the north.}


S.  This is the exit to board #1, Baltar's House. When a Hero opens the door, move the group to Board #1.  When the Heroes enter this spot from board #1, read: {A small, bustling town sits before you.  A castle rises into the air on the far side of town.}


T.  When the Heroes enter the stairs in the Goblin Temple on Board #4, place them here.  Tell them: {You pop out of a small hole in some rocks.  You look, but cannot seem to find the hole even though you just came through it.}
