Quest #1 

RESCUE OF GRIZ

Lord Narran has news.  As usual, it's bad.  "Griz the Wizard is in trouble," he says.  "The city of Karran fell today to Chaos, and he is trapped inside.  You must find Griz and help him escape the city.  But be warned!  Chaos forces are roaming the streets, and more are streaming into the city by the minute.  Find Griz and get out of there as fast as you can.  Warn any citizens that you find still in the city to evacuate at once!"

Wandering Monster:  Orc

The Heroes succeed in this quest if they get Griz out the Exit door.


NOTES:

A. Tell the first player who enters this room "An old woman is sitting in a rocking chair.  A loaded crossbow is on her lap."  

If a Hero tries to open the chest, read "The woman sees you heading towards her chest and lets fly with a bolt.  You are hit and retreat.  The woman quickly cocks the crossbow again and eyes you warily, watching to see if you are going to try again to steal from her."  Deduct 1 body point from the Hero.

If a Hero searches in the room while the old woman is still here, read "The woman sees you poking around in her belongings and waves her crossbow at you.  'Leave my stuff be' she shouts.  Your search fails".

If a Hero warns the woman to flee, read "The woman thanks you, grabs what little she owns, and leaves".  Remove the chest from the room.


B.  The first time a Hero enters this room read: "A fortune teller is here.  'I have been expecting you' she says.  'Here is your fortune: Water holds the secret that can put out the flame.'  The fortune teller says no more, and disappears in a cloud of smoke."


C.  The Manscorpion has captured Griz (the wizard figure).  Once the Manscorpion has been killed, Griz will follow the players to the exit.
The Game Master should move Griz. 

Griz:  Move 5,  Attack 1,  Defend 2,  Body Points 4,  Mind Points 6

Griz is exhausted and currently knows no spells.  If directed to by one of the Heroes, Griz will attack, otherwise he will let the Heroes fight.  If Griz is no longer in eyesight of one of the Heroes, he has been captured.  Remove him from the board.

Once Griz leaves this room, roll 1 die at the end of Zargon's turn.  On a roll of 5 or 6, the Heroes are attacked.  Roll another die.  The chart below shows what monsters attack the Heroes.
1 - 1 Orc
2 - 1 Skeleton
3 - BugBear
4 - Death Knight
5 - 2 Orcs
6 - 2 Skeletons

Make this roll after each of Zargon's turns until every Hero and Griz has left the board.


D.  The first Hero who searches the fountain finds a potion of Fire Resistance in the water.
