Quest #3

NARRAN'S SEAL


"Brutus, the infamous Bugbear Bandit, has stolen a copy of my royal seal," Lord Narran says.  "That seal is my official symbol.  Brutus will try to use it to arrange the hanging of his enemies - including you!  You must enter the castle where Brutus is hiding and retrieve the seal.  The last report that I had on his castle was that Darkfyre was staying there.  Be careful you don't run afoul of the Dragon."


Wandering Monster:  HobGoblin


The Heroes succeed if they Find Narran's seal and carry it from the castle.


NOTES:

A.  Read to the players "This drawbridge crosses a dark, dank moat that surrounds Brutus's castle.  The door here into the castle is locked, yet it looks like you could force it open."  

If the Heroes try to force the door open, tell them "As you hit the door it crashes with a BOOM that echoes throughout the castle."  

The Heroes may also pick the lock on the door.  Either way they succeed on their first try.  Replace the closed door with an open one.


B.  If the Heroes forced the door at spot 'A' open, tell them "As you step on this spot, spears appear through small holes in the walls."  Any monster that is alive in rooms 'C', 'D', and 'E', thrusts spears at the Heroes.  Roll 2 attack dice for each monster.  The Heroes can defend against the spears, but cannot attack the monsters through the holes.  The monsters thrust the spears at any Hero on any spot marked 'B' every time a Hero steps on one of the squares.

If the Heroes picked the door at spot 'A', everytime one lands on a square 'B' roll 1 red die.  On a roll of 1-4 the Heroes have sneaked past the monsters.  Once a 5 or a 6 is rolled, the monsters are aware of the Heroes and will attack any player that steps on one of these spots.


C, D, E.  These monsters attack through the murder holes any Hero that steps on spots 'B'.  If attacked hand-to-hand these monsters have normal stats.


F.  This chest contains Lord Narran's Seal.  Give the Seal tile to the Hero who opens the chest.


G.  The Dragon Darkfyre is sleeping in this room.  The door is locked.  Anytime a Hero steps outside the door before it is opened, read "The door before you is locked.  It looks like it could be forced open."

If a Hero picks the lock, read:  "You open the door and see the Dragon Darkfyre asleep in the room."  Darkfyre will continue to sleep unless a Hero attacks him, at which time he will wake up.

If a Hero attempts to force the door, read "You hit the door with a loud crash, but it withstands your efforts.  From inside the room you hear a growl, and suddenly the door explodes in front of you.  Inside the room you see the huge shape of Darkfyre coming towards you."  Darkfyre is awake.

Note:  If the Heroes wake up Darkfyre, he will attack.  Do not let the Heroes kill Darkfyre at this time, though.  If Darkfyre gets down to one Body Point (or less) , read "After the last attack Darkfyre looks at you through fiery, hate filled eyes, then suddenly lifts in flight.  His exit knocks a hole in the castle roof, and you watch him fly off in the distance.  You have a feeling that you will meet again."


H.  The first time a Hero enters this room read: "This tower appears to be a dark wizards.  The desk is covered with scrolls, powders, and other paraphernalia of the dark arts."

Any time a player searches for treasure in this room, read "A bolt of lightning shoots from the desk, stopping your search.  You are wounded."  Deduct 1 body point from the Hero.


I.  Stats for Chaos Mage:  Move 6,  Attack 3,  Defend 3,  Body 5,  Mind 7,  Spells:  Fear, Rust, Summon Orcs.

The chest contains the artifact Sword of Sweeping (see artifact card).
When a Hero uses this sword to attack he can divvy up any skulls he rolls among any monster in range of his attack.
