Quest #4

THE GREAT ESCAPE


"Your story began weeks ago ... on a dark and rainy night.  You were tracking a troll named Skullmasher.  Too bad you fell into his trap!  Since then, you've been a prisoner in Skullmasher's castle.  At least he's been feeding you well in the dungeon.  Tonight, he has even invited you to a dinner in the Great Hall -- but you're the main course.

One chance to escape lies before you.  You have managed to surprise the Orc who was guarding you and have killed him.  You must find your possessions and run for your life!"


Wandering Monster:  Orc


NOTES:

A.  The Heroes start in this room.  Place them on any open square.  The Orc in this room is dead (lay him on his side).  Use one of the Orcs with a sword for this figure.  The Heroes have no possessions. Until they gain weapons the Barbarian and Hero may roll 1 attack die, and the Wizard and Elf may not attack (although they may cast spells).  A Hero may take a shortsword from the dead Orc.  The door exiting this room is locked and cannot be picked open.  If a Hero searches the room for treasure, he finds a Key on the dead Orcs body that opens the door. 


B.  The first Hero to search in this room finds all the Heroes' possessions.


C.  This troll is Skullmasher.  When he sees a Hero, read "Skullmasher sees you and roars.  He is infuriated that you have escaped and goes berserk with rage."  In his anger Skullmasher has gone Berserk.  He rolls only two attack dice per attack, but can attack twice per turn.

The chest contains a Key.  Give the player who opens the chest the Key Tile.


D.  The door to this room is locked, and can only be opened if the players have the Key Tile found in the chest in room 'C'.  This is the exit from the castle.


E.  The chest is trapped.  If a Hero opens it without first disarming the trap read "A strong electrical shock courses through your body."  The Hero looses two Body Points.  The chest contains 400 gold coins.
