CELLARS - UPPER LEVEL

Notes:

A.  When the Heroes are on the board and off the stairs, read "There is a tremendous crash from behind you.  You turn to see massive stone blocks falling from the ceiling and completely blocking the way back!  You hear a disembodied, evil laugh drifting down the passageway ahead..."  Replace the stairs with a double-block passage tile.


B.  Tell the first Hero to enter this room "This room was once used for storing coal and timber.  There is still a cloudy, sooty atmosphere in here."  
Because of the soot in the air, all missile fire should have a -1 attack die penalty.


C.  Anytime a Hero steps on this square, a fireball shoots from the wall into the passage towards the North.  It moves 4 turns per square.  The fireball will pass through any Hero in its way and continue down the passage.  Any Hero caught by the fireball suffers 2 body points damage.  This trap cannot be disabled.


D.  This room has a trapped door which is also locked.  The door trap is a Swinging Door trap.  After the Heroes have overcome the Zombies, tell them "Now that you have time to examine the room, you see that it is full of sacks, rotten barrels, great broken bell-jars and similar rubbish."  The first time a Hero searches in this room, a Giant Rat jumps out and attacks the Hero.  The Hero's turn is automatically over, and the Giant Rat attacks.  When the Giant Rat is killed, the Hero finds a coil of rope.


E.  When at least two Heroes stand along this passage section, the whole passage section swivels.  It is hinged along its north side, and its south side simply falls down so that the passage section becomes a huge flap!  Any Heroes standing on the passage section at the time are dumped down into Location 'F' and suffer the loss of 1 Body Point.  The passage section then immediately flies back up and forms solid ground above the Heroes.  Those who have fallen are trapped in Location 'F'.  Those still above can descend by entering this passage section and taking a voluntary drop (and trapping themselves in the process), a Hero may lower another Hero down on a rope, or a Hero can hammer some iron spikes (5 will work properly - you may have to hint this fact to the players) and tie some rope around his waist.  If a Hero does this, and then steps onto the passage section, he will drop down, but the rope will prevent him from falling all the way to the ground.  The rope will also hold the swiveling passage open, allowing the Heroes above to climb down if they desire, and any Hero in Location 'F' to climb up.  The Hero dropping down into Location 'F' on the rope will not suffer any damage.  It takes one turn to hammer spikes into the floor and tie a rope around a character's waist.


E1.  When the Heroes climb back up from room 'F', place them here.


F.  The Skeletons and Ghouls here attack first against any characters who have fallen down into this room from passage 'E', whether tied to a rope or not.  The Mummy in this room is wearing an Amulet of Iron.  When a spell is cast on the Mummy, roll a red die.  On a roll of a 5 or 6 the Mummy is not affected by the spell.  If a Hero tries to take the amulet off the Mummy, read "As you reach for the amulet, the Mummy's body begins to burn with a blue flame.  When it goes out all that is left of the Mummy is ashes.  The amulet is nowhere to be found."

The Mummy's tomb is covered with a thick coat of moldy fungi, and any Hero opening the tomb to get at the treasure inside should roll a red die to determine the effects on the Hero (see Fungus Roll Chart Below).  Inside the tomb, the Heroes find 150 gold coins, and a Magic Spear (see artifact card).  The Magic Spear is actually a cursed spear.  Every time a Hero uses it roll a red die.  On a roll of 1-2, the Hero attempts an attack but fails.  Tell the Hero "The spear slips from your hands and clatters on the floor."  Don't tell the Heroes about the fumble hazard until it happens - let them find this out for themselves.


Fungus Roll Chart

Die
Roll    Effect

1    Deadly Poison:  The Hero will have to immediately drink a Healing Potion or he will die.  Either way the fungus can be used as a rat poison.  Any time the Heroes encounter Giant Rats, they may throw this to the rats and it will automatically kill 1 rat.  Throwing the rat poison counts as a combat turn.  There is enough fungi for each hero to collect 2 samples.
2    Sleeping Fungus:  The Hero should roll a red die.  He sleeps for this many turns.  Nothing will wake him, and if attacked he cannot roll defense dice.  Each turn the Hero is asleep, roll a red die.  On a roll of 4-6, make a wandering monster roll.
3    Polka Dots:  The Hero breaks out in red spots all over his body.  Otherwise, nothing else happens.
4    Strength:  Eat some of the fungus and as long as there are monsters in the same room/passage as the Hero he rolls 1 extra attack die.  Each Hero can take two samples of the fungus, but may only use one at a time.
5    Speed:  Eat some of the fungus and the Hero can move and/or attack twice.  Each Hero may take two samples of the fungus, but may only use one at a time.
6    Healing:  The fungus may be eaten at any time and restores all Hit Points and Mind Points.  Each Hero may take two samples of the Fungus.

If none of the Heroes tied a rope to the passage above (see notes for location 'E'), they are all trapped in this room with no way out.  Let them wander around for a few turns, searching for an escape, then read to them "After several days of being trapped in this room, your provisions run out.  You slowly die of starvation."


G.  Both the doors entering this room are trapped with Screaming Door traps.  When one door opens, the other automatically opens.  When a Hero opens one of the doors here, tell him "This room is full of Skeletons and Ghouls, gnawing on the old bones scattered around the lead coffins."  The monsters will try to come out both doors and swarm the Heroes.  All the coffins are sealed, and each one is trapped.  
Starting from the top, the first has a spike trap.  Roll three attack dice for damage caused.  The Hero cannot roll defense dice.  Tell the Hero who opened the coffin "This coffin contains a withered body, dressed in rotted butlers clothes."  The coffin contains a gold bracelet worth 40 gold coins.  

The second coffin has a poison needle trap that causes 1 body point damage.  When opened, a skeleton jumps out and attacks.  The skeleton is wearing a leather belt.  On the belt is a pouch with 30 gold coins and a Skeleton key (give the player the tile).  Unless noted, this key unlocks any locked door found in the cellars.  

The third coffin has a gas trap.  Any Hero in the room must roll one red die.  On a roll of 3-6 he suffers 1 Body Point damage.  Tell the Hero opening the coffin "This coffin contains a rotten body dressed in the remains of a footman's outfit.  Suddenly a foul gas spreads out of the coffin."  Any character standing in an adjacent square to the coffin must roll 1 red die.  On a roll of 3-6 the character becomes sick from the gas, and for the Heroes next two combats must roll 1 fewer attack dice than normal.


H.  Place the rope bridge tile on the board as shown on the map.  Tell the Heroes "A rope bridge is hanging above a chasm.  You cannot see what is below; the floor is hidden in a strange, grey mist."  Note that the pit here is not a trap.  Place the pit on the board when a Hero steps onto the bridge.  Tell him "At the end of the bridge you see a pit, but cannot see what is at the bottom because you are too far away."  

When the Hero gets to the edge of the pit tell him "At the bottom of the pit is a door."  Heroes can either jump down the pit (they will suffer 1 Body Point damage) or climb down a rope.  Heroes can tie a rope to the rope bridge, hammer five spikes into the floor, or a Hero may lower the others down.  Tying to the rope ladder or hammering spikes both take one turn.  Heroes on the rope bridge do not have line of sight into room 'I', even when the door is open.


I.  The door into this room is locked and trapped with an Acid Spurt trap.  The Giant Bats in this room are infected with a filthy disease.  Tell the first Hero who enters the room "The room before you is infested with bats.  All look sick - their teeth are yellowed and saliva foams at their tiny mouths.  This doesn't stop them from attacking, though."  Because these Bats are diseased, they roll an extra attack die.  When all the Bats are killed, read "Two blackwood coffins stand in this dark and dismal chamber, bound and hinged with bronze, etched with dark runes.  An aura of evil surrounds them, and you sense that the coffins themselves are in some way magical."

The two coffins are very hazardous.  Each contains the body of an Undead Champion, and as soon as one is opened the other opens automatically.  If any attempt is made to destroy the coffins, they both open.  Spells do not affect the coffins.  Furthermore, powerful enchantments laid on the coffins make the Undead Champions more dangerous than usual.  So long as the Undead Champion is standing in an adjacent square to its coffin, it regenerates one lost Body Point every turn, and is also immune to any spells from the Fire class.  When the Heroes are in combat with the Undead Champions, read "The red glow in the eyes of the Undead horrors is matched by a very dim, faintly pulsing red glow coming from each of the coffins."

It is possible to destroy the coffins, and doing this will cancel the magical effect they have on the Undead Champions.  Each coffin has 3 defend dice, and 3 Body Points.  Since spells do not affect the coffins, the Heroes must attack them with hand weapons.  This should be taken into account if the Heroes try to smash the coffins to begin with.  Once the coffins are destroyed the Undead Champions lose their special powers.  Inside each coffin is a bag with 100 gold coins.

Since Undead Champions are Fearsome Monsters, don't forget to make the fear roll for each Hero every turn they are in the room with these Monsters.


J.  When a Hero enters the room, read "Inside this guard room stands an Undead creature, clad in chain mail and hefting a powerful-looking sword.  He stands within a magic circle, and an aura of energy crackles around him.  'I am Sven Widerlich' he states.  'I have served my master for over one hundred years, in both life and in death.  I will serve him now by killing you.'  With that the creature becomes quite still, the grinning rictus of his bony face challenging you to come before him and face the steel of the keen-edged blade!"

Place the Magic Circle tile in this room (it is shown on the map as the red circle).  The Undead Champion is Sven Widerlich.  Sven's stats are below.  Sven is wearing a pair of Magic Boots which the Heroes can take.   While Sven stands in the Magic Circle, he is immune to spells and missile fire.  If a Hero attempts casting a spell or firing a missile at Sven while he is in the Magic Circle, read "The [spell or missile] bounce off the aura of the magic circle."  Sven carries 
two flasks with Potions of Healing in them.  Sven cannot drink these since he only has a skeletal body, so he will not try to use them in combat.  Sven also has three small finger bones which he can cast into the air at any time during combat.  The bones will land in any square that the Game Master chooses.  A Skeleton will spring from each bone and attack the nearest Hero.  Sven can still make his normal attacks when he throws the bones.  When Sven is destroyed the Heroes can recover the artifacts from Sven.

Sven Widerlich:  Movement 6;  Attack 5 with Weapon, 2 with Boots;  Defend 5;  Body Points 4;  Mind Points 0.  

Since Sven is an Undead Champion, the Heroes must make a roll for fear at the start of each turn they are in the same room with him.


K.  The door to this room is locked, and cannot be opened with the Skeleton Key.  It is also heavily trapped, with a Fighting Doorknob trap and an Shock trap.  Each trap must be disarmed separately.  When the first Hero enters this room, tell him "You get a pleasant surprise here!  This room is quiet, bare, and peaceful.  You see the rune of the god of Morr, guardian of the dead, on the far wall.  It feels welcoming and safe here, a haven from the horrors you have faced so far."

No monster (including the Count) can enter this chamber.  When the Heroes enter this chamber, they regain all their Body and Mind Points.  If the Heroes return to this room a second time, you may or may not want to allow them to regain their Body and Mind Points again.  

The Heroes may search for traps and secret doors here, but anytime one searches for treasure read "You start to search for treasure, but decide not to desecrate this special place by searching".


L.  The chest here contains 30 gold coins, two Potions of Healing, a Potion of Regeneration, a Courage Spell Scroll, a Ball of Flame Spell Scroll, a Fire of Wrath Spell Scroll, and the Ring of Greatness (see artifact cards).  In addition there is a wooden stake with the symbol of Morr inscribed on its surface, together with a small wooden mallet (have the Hero write wooden stake and mallet on his character sheet) around which is wrapped this note (to be read to the Heroes):

"To whom may come after me...

The fiend is close by now and I have little time left.  If I had been able to banish him to his great silvered coffin, I would be able to drive this sanctified stake through his dark heart and destroy him forever.  But he is too strong, and now I must meet my fate.  May Morr protect you!

Otto, Priest of Morr".


M.  The chest contains 10 gold coins, but is trapped with a falling block trap.  If the chest is opened without disarming the trap, the blocks will cause 1 Body Point of damage to the Hero and cover the chest.  It cannot be recovered.  Move the blocked passage tile that is to the right of the chest over to cover the square the chest was in and remove the chest from the board.


N.  When a Hero stands within two squares of this chest, the lid flies open and out jumps a Giant Rat to attack the nearest Hero.  On each subsequent turn, two more Giant Rats jump out.  They will continue jumping out until every Hero is at least 4 squares away from the chest or the chest is destroyed (2 defense dice and 2 Body Points).  Simply slamming the lid shut won't stop the Giant Rats emerging!  Arrows bounce off the chest, but any thrown weapon, spell, or hand attack can damage it.


O.  When the first Hero enters this room, read "This room appears to be Count Von Bleistift's Study.  He is seated on a throne."  Place the pit on the board, it is not hidden.  Initially the Count leaves combat to the Giant Bats, the Ghoul, and his Great Wolf, using spells to attack the Heroes from a distance.  If appropriate, he uses a Blood Point or two to negate spells cast at him.  When he can do so, he will fly from his Throne and try to regain one or two Blood Points by biting a Hero, but always returns to his throne.  When all the other monsters in the room are dead, the Count will engage the Heroes in hand-to-hand combat.

If the Count is reduced to half his normal Body Points or below, or 3 or less Blood Points, read this to the Heroes "The Count wraps himself up in his cloak and flies straight down the pit."  Make sure Count Von Bleistift does not die here and try not to run his Blood Points too low.  Let him escape while he is still fairly healthy; he's going to make another appearance, after all.

If the Heroes drive the Count off, they can search this room.  There is a scroll with the spell 'Power of the Phoenix (see artifact cards) hidden in the bookcase.  The chest is trapped with a fireball spell.  Any Hero who opens it without disarming it first will be engulfed in a fireball and suffer 2 Body Points damage.  The chest contains the following note from the Count to be read to the players:

"My dear fools,

There is no treasure for you here, only death.  My excellent nephew brought you to your doom, lured by your own greed for gold.  I look forward to sampling your delicious, warm, spicy blood!  By the way, if you believe those old tales about Vampires being affected by mirrors, symbols of gods, running water and such nonsense, you are fools.  I enjoy garlic personally; it's the Bretonnian blood of my great-grandfather.  One of my power has no such weaknesses!"


To continue to the Lower Level, the Heroes must follow the Count down the pit.  Any Hero that jumps loses 2 Body Points.  To avoid suffering wounds, the Heroes may hammer in five spikes and climb down the rope, or be lowered down by another Hero.  
