Chaos Wars II

Quest #3 - Return To Garrish


Wandering Monster - One Skeleton and One Zombie


To be read to the Heroes at the start of the Quest:

The Meeting Hall of the Empire is a massive room.  The large table that sits in the center is covered with maps and charts showing troop movements and battles.  You are seated around the table, along with the Generals and WarMasters of the Empire.  At the head of the table sits the Emperor, listening to the day's reports.

"My Lord, the number of Undead grows daily," says one General.  "The ranks of Chaos are swelling with them."

Another states "While each man we loose lessens our chance of a final victory, the Chaos dead just seem to be coming back to life in some dread Undead state to attack us again" says another, shuddering.

A third shouts "Not only are the Chaos dead coming back to attack us again, but our own dead are being raised to fight us."

The Emperor looks at you.  "It is for this very reason that I have included you in these talks today.  As you can see, the increasing number of Undead that Chaos is using in their army is of great concern to us.  There must be a Necromancer working for Chaos..."

A WarMaster interrupts "My Lord, this Necromancer may be leading the Chaos forces, or perhaps his joining of Chaos was what persuaded them to attack."

"Agreed", the Emperor says.  "If we can stop him, we may destroy the Chaos leadership.  At worst, we will disrupt their plans greatly."

Again the Emperor turns to you.  "The only city that we have found Undead in has been Garrish.  I am sending you back there, only this time you will not be sneaking around.  You will attack the city, and maybe find this foul Necromancer.  If so, destroy him if you can!"

You make your way to Garrish.  You find the Chaos forces guarding the gates inattentive; it is the last mistake they make.  After dispatching them and opening the gates, you begin your attack on the town.


Special Notes:

A.  Both these doors are where the quest begins and ends.


B.  As in quest #1, use the Meadow tile here; place it over the center room.  You will need to cut it a bit to make it fit.  You should cut it extra large so that it covers the walls into this room.  Figures should be able to freely move from this area into the rest of the quest level.


C.  The Alchemist's Bench is trapped with a dart that does 1 Body Point damage to the first Hero that searches the room for treasure without first disarming the trap.

The first Hero to search this room will find two spell scrolls in the Alchemist's Bench: Rock Skin and Ball of Flame.  Mark these on the Heroes Character sheet.  Once they are used they disappear.


D.  When the first Hero searches for treasure in this room, read, "This bookshelf must be where the Necromancer keeps his foul spells.  The books and scrolls it contains are unreadable, and the very act of holding them makes you feel uneasy.  You do find one useful item, though.  Tucked behind a book you find a Potion of Healing.


E.  This room contains the Necromancer.  You can use the Chaos Warlock figure for him.  Place him on the square marked with an 'X' on the map.

When the first Hero enters this room, read "Before you stands a Wizard, waving his arms and chanting an incantation over a pile of bones.  With a sickening green sparkle, the bones pull themselves together and stand up - the bones are now a Skeleton!  The Wizard turns and sees you, and shouts for the Skeleton to attack!"

Necromancer:

Movement:     6
Attack Dice:  4
Defend Dice:  5
Body Points:  5
Mind Points:  8

The Necromancer knows these spells:  Summon Undead (4 times), Sleep, Firestorm, Lightning Bolt, and Ball of Flame.

Do not let the Heroes kill the Necromancer.  When he gets to 0 Body Points, read, "The Necromancer waves his hand.  Suddenly a strange looking Dragon comes crashing through the roof, sending you sprawling on the floor.  The Dragon is made up entirely of bones - it is a Dracolich, an Undead Dragon!  The Necromancer quickly climbs onto the back of the Dracolich, and sending you a glance of pure hatred, orders the Dracolich to fly away.  Before you can extract yourself from the roof debris, the Necromancer is gone.
