BOARD #5 - WELSCAR'S CASTLE


Wandering Monster - Chaos Warrior


General Notes:

When the Heroes enter Welscar's castle, whether they are visible or invisible, tell them "An alarm begins to ring.  You here the sound of several doors being shut and locked and feet running towards you."  The alarm will continue until the Heroes shut it off in room 'D' on board #8.  As long as the alarm is ringing the doors to room 'K' and 'F' are locked and cannot be opened.  Also the guards from the Troop Barracks will begin entering the board.  Place an Orc (or if you run out of Orcs, use Chaos Warriors, Fimirs, and/or Goblins) every other turn on spot 'M'.  This monster begins moving towards the Heroes and attacks.  If the Heroes split up, pick one group to head the monster towards.  If the Heroes leave the board, the monsters return to the barracks.  Remove them from the board.  Unless Welscar disables the alarm permanently, it will sound every time the Heroes enter the front door.  If the Heroes leave the board and go to board #9, the Graveyard, restart the alarm when they come back to this board.  If the Heroes leave the board and enter board #8 yet fail to turn off the alarm, restart it when they come back to this board.  If the Heroes turn off the alarm on board #8, do not restart this alarm when they return to this board.  However, if they return to town and then come back to this board, the alarm restarts and they must shut it off again (unless Welscar has permanently disabled the alarm).




Specific Notes:

A.  The first time the Heroes enter this room, tell them: {This is the Dining Room.  The table shows evidence of a recent banquet.}


B.  Anytime a Hero enters this room, if the Alchemist is still alive, tell him: {An Alchemist is  here teaching his students.  He tells the Heroes "Please be quiet.  Do not disturb my class."}  The alchemist and the students will not attack unless the Heroes search the room.  If the Heroes find treasure, tell them: {The alchemist says, "I told you to disturb the class."}   He and the students attack.

Alchemist's Stats:  Move: 8,  Attack: 2,  Defend: 4,  Body: 3,  Mind: 6,  Spells: Cloud of Chaos, Sleep, Summon Undead

 
C.  When a Hero passes outside the door, tell them: {A sign outside the door reads 'SCHOOL OF WIZARDS'.}   Anytime a Hero enters this room, if the Wizard is still alive, tell him: {A Wizard is sitting at a desk.  He looks up when you enter and says, "I must ask you to leave.  You are disturbing the students."}   If the Hero or Heroes do not leave on their next turn, tell them: {The Wizard says, "I said leave."}  He attacks.  He will not attack any other time unless the Heroes first attack him.
 
Wizard's Stats: Move: 7,  Attack: 3,  Defend: 5,  Body: 4,  Mind: 6,  Spells: Rust, Lightning Bolt, Ball of flame, Firestorm
 

D.  The first time a Hero enters this room, read this:  {A wizard is teaching a class here.  He says "I will wait for the rest of you to arrive before I begin the class."}   He waits for all the Heroes to arrive.  Neither he nor the Chaos Warrior students will attack the Heroes unless they are attacked first.  When all the Heroes are in the room and if they have not attacked either the wizard or the Chaos Warriors, tell them:  {The Wizard says, "The Ball Of Flame spell is a very useful offensive spell.  I will demonstrate."  He then casts the spell several times, until it hits all the students and you.  The Wizard continues, "Now you know the spell.  Be sure and practice, but please, not on me.  Class dismissed."   Each Hero loses two body points to the demonstration.  The wizard and the students will not attack the Heroes unless first attacked, and will leave the room after the class (remove them from the board) never to return.

Wizard's Stats:  Move: 6,  Attack: 4,  Defend: 4,  Body: 5,  Mind: 6,  Spells: Fear, Lightning Bolt, Tempest, Cloud of Chaos, Summon Undead, Ball Of Flame
 

E.  When a Hero passes outside the door, tell him:  {A sign outside the door reads 'Office'.}  As long as the two Chaos Warriors in this room have not been killed, read this to the Heroes:  {Two warriors are sitting here and one says, "We are next in line to consult with the great wizard.  Please wait your turn."}  If the Heroes do not leave on their next turn, tell them: {The warrior says, "I asked you to leave and wait your turn.  Please do so at once."}  If the Heroes still do not leave, tell them: {The warrior turns to the other and says, "I hate line breakers, don't you?"}  Both attack.  Otherwise they will not attack the Heroes unless attacked first.
 

F.  If the alarm is ringing, this door is locked and cannot be picked open.  The steps lead to the Castle Cellar, board #7.

 
G.  Tell any Hero entering this room:  {It is very cold in here.  Frozen meat is hanging from hooks on the walls.  This appears to be the freezer.}    If any Heroes are in this room at the end of the Heroes turn, the door automatically shuts and locks them in.  Each Hero trapped inside loses 1 body point to the cold.  On the Heroes next turn, a Hero outside the freezer may open the door for the ones trapped inside, or the trapped Heroes may try to break the door open. For each Hero wanting to try to break the door, roll one die.  On a roll of 1 the door opens.  If all the trapped Heroes fail, deduct another body point.  Continue this until a Hero breaks open the door or all the Heroes in the freezer die.  Any Orcs from the Guard will not follow the Heroes into the Freezer; they will wait outside.  If the Heroes search while in the Freezer and get a wandering monster, it is able to shake off the effects of the cold.  Do not deduct a body point because of the cold from it.
 

H. The first time the Heroes enter this room, read: {This is Welscar's well stocked pantry.  Exotic foodstuffs for the many parties he throws line the shelves.}


I.  The first time the Heroes enter this room, read: {The kitchen in Welscar's castle is a busy place.}

 
J.  As long as the two Chaos Warriors are alive, read this to the Heroes:  {Two warriors are reading scrolls here.  You can make out the titles of the scrolls:  Swift Wind and Genie.}  The warriors will not put the scrolls down.  To get them the Heroes must attack.  


K.  If the alarm is ringing, this door is locked and cannot be picked.  These stairs lead up to board #6, Castle Level 2.  


L.  This is the Guardroom.  When the alarm sounds, these warriors rush through the open door to defend the castle.  Anytime the heroes re-enter this board through the front door, replace these monsters (even if the Heroes have already killed them off).  
    1).  If the alarm has not been disabled, these monsters will rush out of the door to attack the Heroes any time they come through the front door and set off the alarm.  If the Heroes are invisible, the warriors will not be able to find them and will go back into the Guardroom.  
    2).  If Welscar has disabled the alarm, the monsters will stay inside the Guardroom will ignore the Heroes unless the Heroes attack first.  


M.  This is the doorway to the Troop Barracks, board #8.  If the alarm is ringing, start the guards from this spot.
 

N.  These stairs lead to the Graveyard, board #9.  Tell the Heroes: {These stairs lead down to a small door that opens to the graveyard outside.}   
