Quest - Everyone's A Suspect
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Read to the Heroes at the start of the quest:

"The quest was simple enough, find the treasure of the long dead
wizard Azmar; unfortunately, three of your close comrades already
lay dead in this dungeon. Now, with only four of you left, you decide
that their deaths will not be in vain. To make matters worse, all the
evidence points to one of you as the killer. As terrible as it sounds,
the search for riches has become a search for answers as well. One
of you is a murderer! It is up to you to find the truth and get out alive."



For Zargon only:
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		NOTES
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In this quest, the players begin at the 'halfway point'. They have lost three 
comrades already while searching for the wizards treasure and they are 
beginning to suspect that one of them is the true killer. What they don't realize,
is that the wizard Azmar's spirit is still there defending his treasure. He now
has the ability to 'possess' any hero who might venture into his dungeon. In 
addition, unless the hero is extremely sensitive to magic, they will never know 
that they are being possessed. The wizard's plan is simple; attack the heroes
one at a time(including himself) except for one. When the other heroes suspect
the innocent hero, they may kill their own comrade. In this way, Azmar has 
successfully defended his treasure for centuries.

Although the list below is the way I usually play this quest, Zargon may
change it to suit his needs.

	1.   Elf		(attacked in room B)
	2.   Barbarian	(attacked in room E; possessed hero)
	3.   Dwarf		(attacked in room F)
	4.   Wizard	(not attacked unless by other heroes)



Quest Location Notes:
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A. This secret door can only be opened from the hallway.

B. Once the heroes enter this room, they should not be permitted to
     leave the room until all the heroes are in the room. When all the
     heroes are in the room, Zargon should read the following:

	"Suddenly the lights go out. The darkness is impenetrable even
	 for those who can see in the dark. There is a loud groan and the
	 lights return. You all are surprised to find the Elf lying on the
	 floor with a slash to the ribs! The killer narrowly missed this time!"

    The Elf loses 1 Body Point.

C. This treasure chest contains 150 gold coins.

D. The first hero who searches for treasure will find a staff weapon
     that he may add to his character sheet or may give to another hero.
     This staff is exactly like the one described in the Armory.

E. Once the heroes enter this room, they should not be permitted to
     leave the room until all the heroes are in the room. When all the
     heroes are in the room, Zargon should read the following:

	"The torches seem to fade almost immediately upon entering, until the
	 room is as dark as the lowest levels of the Abyss. A low scream fills the
	 silence. When the lights return to normal, you are angered to find the
	 Barbarian bleeding from what looks to be a knife slash to the leg.
	 Apparently, the killer values riches more than friends."

    The Barbarian loses 1 Body Point.

    The first hero to search for secret doors will find a switch under the chair that
    when triggered, the chair slides over and reveals the secret door behind it.

F. The first hero to search for treasure in this room will find a
    Potion of Healing, which will restore up to 4 lost Body Points.

G. Once the heroes enter this room, they should not be permitted to
     leave the room until all the heroes are in the room. When all the
     heroes are in the room, Zargon should read the following:

	"To your horror, the light vanishes as if it never existed. Before
	  your weapons are even drawn, the returning light reveals the
	  Dwarf gasping for air. He has taken a knife in the shoulder.
	  This must end now!"

    The Dwarf loses 1 Body Point.

H. Once all the heroes enter this room, the door they entered through slams
     shut and cannot be opened again. The Barbarian begins to laugh sinisterly.
     He immediately attacks the nearest hero. During this time the barbarian
     is controlled by Zargon. He can attack once on Zargon's turn and again on
     the Barbarian's turn. He can use all items he already owns as normal. When
     the Barbarian reaches 0 Body Points, he is knocked unconscious. The Chaos
     Wizard should be placed near the unconscious hero.
     Zargon should then read the following:

	"Suddenly, a cloud of foul smoke envelops the room. Crazed laughter
	  fills the air bringing with it a new threat. As the smoke clears, what
	  appears to be the ghost of a wizard stands before you. Even as the
	  laughter still rings 	in your ears, he begins to speak.

		'You pathetic fools! So easily fooled. It was all to easy to possess
		 your friend. He is strong as an ox and dumb as one too. He never
		 even knew I was there; watching, waiting for the exact moment
		 to strike. 	No matter; now you all know the truth. It is I, Azmar!
		 Do not feel bad. You are not the first group to fall victim to my
		 powers and you will not be the last! I'm sure your life forces will
		 last me a long, long time. Ha, Ha ,Ha!'"

     At this point, the wizard attacks. Play begins with Zargon and continues normally;
     however, Zargon may not attack on the Barbarians turn now.

     The Barbarian can be revived at any time during the fight if given a potion or
     magical cure, otherwise, he will regain consciousness with 1 Body Point when
     the wizard is defeated.

     Azmar
.	Movement.....6
.	Attack............2
.	Defend..........4
.	Body..............5
.	Mind..............6

     Azmar knows the following spells:
.	Ball of Flame, Fear, Lightning Bolt and Tempest

     The chest in this room has a trap with poisonous gas. If a hero searches
     for treasure before the trap is disarmed, he will lose 3 Body Points.
     Inside the chest are 500 gold coins and the artifact called the Elixir of Life.
     It's use is explained on the matching Artifact Card.


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     Jason Kibble, 2001