BOARD #4 - THIEVES' DEN

Wandering Monster: Fimir


General Notes:

Until the Heroes have been to Board #12, the Goblin Tunnels, the monsters on this board reset every time.  The first time the Heroes return to this board after visiting Board #12, replace the monsters for the last time.   If the Heroes kill a monster, it is gone for good.  Do not reset any killed monsters on subsequent visits to this board.



Specific Notes:

A.  The Chaos Warrior represents the Head Thief.  When the first Hero enters the room, if the Orcs are still in the jail cell in town (board #2), tell the players: {The Head Thief shouts, "Stop!  Before you attack I have a proposition for you.  Hear me out!"}  If the Hero does not attack, tell him: {The Head Thief goes on, "Let your friends come in and we'll talk".}  When all the Heroes get in the room, read: "The Thief says, "Listen.  Two of my men are locked up in jail.  I want to break them out, but I am too easily recognized.  If I try to assault the jail, I'm afraid the citizens of this town will finally take up arms and run me out.  If you did it, though, they might not be able to connect me with you.  If you break them out of jail, I will reward you greatly."}

If the Heroes try to talk to the Head Thief generally or specifically, tell them: {The Thief says {"Get my men out of jail and then we'll talk".}  No other thief will talk to them.

    1.  If the Heroes return to this room and have not broken the thieves out of jail, tell them: {The Head Thief says "Remember that I will reward you greatly if you get my men out of jail."}

    2.  If the Heroes return after breaking the Orcs out of jail, read: {The Head Thief says "Well done, well done.  Follow me and I will give you your reward."  He leads you to another room.}  Move the Heroes' and the Head Thief's figures to room 'C', then read: {The Thief then says, "Our hideout is built in some old tunnels we found.  There use to be a pit here leading deep underground.  There is a great treasure there, but the way is dangerous.  My men kept trying to find the treasure, but they were too weak.  I was loosing too many of them, so I decided to seal up the pit until someone strong enough to take the treasure came along.  You have proved yourselves worthy.  My men will open the pit back up."}  Remove the blocked passage tile and replace it with a pit tile.  Then read: {"You can now enter and get the treasure."  you suddenly feel hands pushing you into the pit.  "Here, let me help you down.  So long.  Have fun down there."  You see the entrance to the pit being blocked above you.}   Move the Heroes to spot 'A' on Board #12.

    3.  If the Heroes try to fight any of the monsters in this room before the pit is opened, write down each Hero's body and mind points.  Each time one of the Orcs or Fimirs is killed in this room, bring in another through the door.  When a Hero's body or mind points gets to zero, lay the Hero on his side.  That Hero is unconscious.  Continue the fight until all the Heroes have reached zero points.  The monsters will follow the Heroes if they leave the room, and you may have to block them with other monsters so that they cannot reach the steps to Board #3.  The goal is that each Hero be rendered unconscious.  When they are all unconcsious, move the Heroes to room C.  Stand them up again.  Tell them: {You wake up in a different room.  The Head Thief sees that your awake and says, "You've made me very angry.  So angry that I'm not going kill you outright.  Instead I'm going to drop you down into the pit below.  The Goblins are always looking for sacrifices to their god, and when someone makes me angry I oblige them."}   Remove the blocked passage tile and replace it with the pit tile.  Then read: {"Have fun down there.  I'm sure the Goblins will be able to entertain you."  You are dropped down the pit, and the cover is replace, blocking your entrance.}   Move the Heroes to Board #12, and place them on spot 'A'.

    4.  The first time that the Heroes return here after they have been in the Goblin Tunnels (Board #12) place the monsters in the original configuration.  This time the Head Thief does not try to talk to them, and all the monsters attack.  


B.  There are three chests in this room.  The first contains 200 gold coins.  The second is booby-trapped with a poison needle.  If not disarmed, it will do two body points of damage (no saving throw).  The chest is empty.  The third chest contains 500 gold coins.


C.  The blocked passage tile hides a pit down to Board #12, the Goblin Tunnels.  If the Heroes return to this room after being thrown into the pit, tell them: {You see the cover the thieves placed over the pit.  You could move it if you wish.}  If one of the Heroes moves the cover, replace it with the pit tile.  It should now remain a pit tile on any subsequent visits to this room.


D.  This is the stairs to board #2, The Town.


E.  If the falling block trap is tripped, the debris will block the passage.  Place a single blocked passage tile where the falling block trap is.
