BOARD #3 - TEMPLE OF BOHN

Wandering Monster - Chaos Warrior


General Notes for Board 3:

This board contains four monsters: High priests, Priests, Monster Zombies and Zombies.
    a)  High Priests - Use the Chaos Mage figure.  On the map they are shown as CM (Chaos Mage).  Stats:  Movement: 8, Attack: 3, Defend: 5, Body: 5, Mind: 9, Spells:  Fear, Command, Sleep, Ball of Flame, Lightning Bolt.
    b)  Priests - Use the Chaos Warrior figure.  On the map they are shown as CW (Chaos Warrior).  Stats:  Movement: 8, Attack: 2, Defend: 3, Body: 4, Mind: 6, Spells:  Command spell.
    c)  Monster Zombies - The High Priests have turned some of the disciples into hideous monsters.  Use the Gargoyle figure.  They are shown on the map as Ga (Gargoyle).  They have the same stats as a Gargoyle.
    d)  Zombies - The disciples who have been under the teachings of the priests for very long have been turned to zombies. 

Unless otherwise noted on the specific notes, any monsters that have been killed by the Heroes will return if they leave the board then return.


Specific Notes for Board 3:

A.  The first time they enter this room, tell the Heroes: {This is the Main Lecture Hall for the disciples of Bohn.  A High Priest is lecturing here to a group of disciples who are seated on the floor.  The disciples all have a strange blank look on their faces.  You get the feeling that it would not take much to turn these disciples into mindless zombies, ready to do the bidding of anyone who commands them.  Two Priests are helping the High Priest.  Upon seeing you, the High Priest says, "Please sit down.  I have just started the lecture on the blessings of Bohn".}
    1).  If a Hero sits down - each Hero that sits to listen to the lecture loses half his hit points (round up) from the mind-numbing lecture.  The Hero gets to make a saving throw - a 5 or a 6 on 1 die.  If the Hero makes it, he is able to shake of the effects of the lecture.  If any Heroes continue sitting, repeat this process.
    2).  If the Heroes stay in the room - either moving, searching for treasure, or looking for the Baker's son - tell them: {the High Priest says "I have told you to sit down and to quit disturbing the lecture.  Please sit down at once".}  If the Heroes do not sit down or leave immediately, tell them: {The High Priest turns to the Priests and says, "Right, boys.  Let's take care of them".}  All the priests attack. 
    3).  Only after the Priests and the High Priest are defeated may the Heroes successfully search for the Baker's son.  If they search before the three priests are dead, tell them: {The priest says 'Please leave the disciples alone.}  When they find him, tell them: {The Baker's son appears to be under some sort of trance or spell, but looks like he can be led about.}  Use a Zombie figure for the Baker's son.  He has the same stats as a Zombie.  The Game Master may or may not want to allow the Baker's son to be able to fight with the Heroes if commanded to do so by the Heroes.  He will follow the Heroes until he is killed or they return to the Bakery.  The Baker's son moves after all 4 Heroes, and has a movement of 5 squares per turn.  If the Heroes leave the Baker's son behind (i.e. move out of the Zombie figures line of sight) he will quit moving.

    The High Priest and the Priests in this room do not get reset once they are killed.  If the Heroes leave the board then return to this room it is empty.

    The door at the south end of the room is locked, and cannot be picked.  It can only be opened with the key given to the Heroes by the Baker after they rescue his son.


B.  Tell the Heroes: {You see a High Priest standing beside a young man with the same strange look on his face as the disciples in the lecture hall.  The High Priest raises his arms and the man is engulfed in a sickly pale light.  The light fades out and the man has been turned into a hideous monster!  The High Priest suddenly sees you.  "Attack" he cries.}  Both the High Priest and the Monster Zombie attack.  Once these monsters are killed, they are not reset if the Heroes leave the board and then return.


C.  These stairs lead up to Board #2.  When the Heroes enter this board, tell them {The lower level of the temple is large and extensive.  You hear chanting coming from many voices in the distance.}


D.  Tell the Heroes the first time they enter this room: {This is the temple library.}  The first Hero who searches here finds a spell scroll of Fire Of Wrath.


E.  This door is locked.  It must be picked to enter.  Tell the Heroes: {This is the temple treasury.}  The first chest contains 60 gp, the second 100.  The second is trapped.  If it is opened without first being disarmed, a gas suddenly fills the room.  Any Hero who is in the room is engulfed in the gas and receives 1 body point damage.  Besides the 100 gold pieces, the second chest contains a note "Mother to enter the third tower."  


F.  The first time a Hero gets to this spot, read: {These dark catacombs show signs of recent use, yet are still damp and musty.}


G.  The first Hero to step on this spot releases a huge rolling rock (place the rolling rock tile on the board at position marked on the map).  The rock moves 8 spaces per turn (move the tile).  No Hero may move past the rock.  When it reaches the end of the hall, it crashes into the wall and with a cloud of dust and rubble.  Remove the tile from the board.  The Hero who stepped on this spot may finish out his movement turn.  Any Hero caught by the rock rolls 5 combat dice.  For each skull rolled the Hero loses 1 body point of damage (no defend dice are rolled).  This Hero is now on the other side of the rolling rock.  If the rock ends a turn on top of a Hero, move it forward until it is no longer on top of a Hero.  This trap may be searched for, found, and disarmed like a normal trap.  A Hero may cast 'Pass Through Rock' and walk through the Rolling Rock to avoid it.
