HEROES' FORTRESS

Quest 1 - The Entrance


"You climb down the stairs, and end up in a long hallway.  The spirits of the four Heroes appear before you.  'Thank you for coming to help us' the Wizard says.  'This was the entrance and common quarters of our Fortress.  You must find your way to the steps leading down to Thorgrim the Dwarf's level.

The Wizard pauses for a moment, then turns back to you.  If he weren't a spirit you would say that he was blushing in embarrassment.  'There is a bit of a problem, though.  When they enshrined our bodies here, our henchmen set traps throughout the Fortress as burglar deterrents.  I'm afraid in our spirit state we cannot turn these off.  Beware of them and take caution.'

The spirits fade, and disappear."


Wandering Monster:  1 Goblin and 1 Orc


Special Notes:  \

1.  Place board overlay #1 between locations 'A' and 'B' at the start of the quest.

2.  This quest was inspired by the D&D module B1 - In Search Of The Unknown


Notes:


A.  When the first Hero gets to this spot, read "As you pass, giant mouths appear in the alcoves on either side of you.  'Who dares enter this place and intrude upon the sanctuary of the dead entombed here?' Shouts one of the mouths.  

'Only a group of foolhardy adventurers doomed to certain death' shouts the other.

Both mouths yell in unison 'Woe to any who pass this place - the wrath of the spirits of the Great Heroes - Bolligar, Rohn, Galwan, and Thorgrim, will be upon them.'

Both mouths begin to laugh.  The laughter fades as the mouths disappear.  The shouting has alerted some of the forces of Chaos that are in the Fortress, though."

Roll 1 red die.  Place the monsters that are rolled at the far end of the hall.

1 - 2 Orcs
2 - 3 Goblins
3 - 1 Fimir
4 - 1 Orc and 1 Goblin
5 - 2 Fimirs
6 - 1 Fimir, 1 Orc, and 1 Goblin


B.  When the first Hero steps here, read "Again a pair of mouths open up in the alcoves on either side of you 'What, are you still here?" the first one shouts.

'Don't worry', the second mouth yells, 'they will soon be dead.'

Again both mouths laugh as they disappear.  And again, their shouting has alerted some monsters to your presence."

Once again, roll a red die and place the monsters at the far end of the hall.  Use the same chart as the one in location 'A' to determine which monsters to place.


C.  When the first Hero opens this door, read "This room contains eight pools of water, each about three feet deep.  The purpose of the room is beyond you - perhaps it was some sort of spa."

Each pool has a number on the map.  The descriptions below correspond to those numbers.  Each turn a Hero may drink or touch a pool (trying to get into a pool counts as touching it).  Both of these actions have results to read below, and are made instead of an attack.  Searching the pool is the same as looking at it - read the description that goes along with that pool to the Hero.  The Hero must be standing next to the pool he wishes to search, touch, or drink from.  Several of the pools have things in them, trying to grab the object counts as the Heroes attack.

1.  Description: "The pool is deep blue in color.  Bubbles rise of from the bottom."

Results of touching pool or drinking from it: 

a)  If the Hero is not fully healed, read "You feel tingly all over.  When the sensation wears off you are healed of your wounds." Each Hero can be healed by the pool once.  If a Hero touches the pool a second time, read "The pool has no effect on you this time."

b)  If the Hero is fully healed, and has not been healed by the pool yet, read "The pool doesn't seem to have any effect on you."  If this Hero comes back to the pool and touches it when he is wounded, he will be healed.

2.  Description:  "The water is deep green in color.  You see a key lying in the bottom of the pool."

Results of touching pool or drinking from it:  "The water burns to the touch - it is acid!"   The Hero loses 1 body point.  If the Hero is trying to grab the key, he must roll 1 red die.  On a roll of 1-4, tell him "Your hand is burned so badly you withdraw it from the pool."  The Hero can try to again to get the key if desired.  On a roll of 5-6, read "You touch the key, and it disappears.  It was only an illusion."

3.  Description:  "The water is light green in color."

Results of touching pool:  Nothing
Results of drinking from pool:  "You feel sick.  The water must be diseased."  The Hero must roll 1 red die on this turn, plus at the start of his turn until he is healed (either by spell or potion).  On a roll of 1-2, the Hero loses 1 Body Point.  On a roll of 3 he loses 2 Body Points.  On a roll of 4-6, nothing happens.

4.  Description:  "The water is clear."

Results of drinking from pool:  "The water is cool and refreshing."
Results of touching pool: "You wash some of the grime off your dirty hands.  Be careful, you may make the other Heroes mad if you dirty up the drinking water."

5.  Description:  "The water is so murky it is almost black."

Results of touching pool or drinking from it: "The water makes you drowsy.  You are soon in a deep slumber."  The Hero must roll 1 red die.  He sleeps for that many turns.  Roll 1 red die now, and for each of the Heroes turns that he sleeps.  On a roll of 1-3, some wandering monsters come into the room.

6.  Description:  "The water is a deep red."

Results of touching pool:  "Your skin tingles for a moment where the water touches it."

Results of drinking from the pool: "You feel your muscles expanding in your body.  Your strength has just grown!"  During the next combat (a combat starts when the Hero comes in contact with monsters and last until all monsters in the room or hall have been killed) the Hero rolls +1 attack die.  Each Hero may drink from the pool once.  If a Hero drinks from the pool a second time, read "You start to drink from the pool a second time, but as the water nears your lips it turns to blood.  You pour it out onto the floor and it disappears between the stones."

7.  Description:  "You see a large stack of gold coins at the bottom of this pool."

Results of drinking: "The water tastes good."

Results of touching: "Your hand is wet."

If a Hero tries to reach the gold, roll a die.  This roll signifies nothing, but makes the Heroes think you are checking something.  Read "You almost have the gold, but can't quite reach it."

8.  Description:  "The water is milky white."

Results of drinking and touching "You seem to be moving faster now than before."  The first turn after the Hero leaves the room, he may roll an extra movement die.  The effects of this pool can only be used once.


D.  When two Heroes are on the right of this square, and two on the left, read "As you pass, a heavy door drops between you and your companions."  Place a door on this square.  The door cannot be opened, nor can the lock be picked.  The lever to open this door is in room 'F'.  If a Hero pulls the lever, remove the door.


E.  The Weapons Rack has a no useable weapons on it; all are rusted beyond use.  The chest is trapped.  If it is opened before it is disarmed it shocks the Hero for 1 Body Point of damage.  It contains 200 gold coins in it.  


F.  If a Hero pulls the lever in this room, remove the door that fell on square 'D'.


G.  This is the exit from this quest.

