Quest #10

The Cure


"A troubled Lord Narran stands before you and says 'The Evil Wizard Teraptus has unleashed a dreadful disease on a nearby city.  Many of the inhabitants have become werewolves!  According to my spies, an Alchemist had discovered a cure.  Before he could distribute it, Teraptus' minions had him killed.  Teraptus' monsters are guarding the cure, waiting for Teraptus to come and take it.  He is already in town, looking for the Alchemist's room and the cure.  You must get there first and recover the cure so we can distribute it to the townspeople.  There are some problems, though.  The first is that innocent townspeople have been transformed into werewolves.  They will attack you, but you must not kill them.  Wound them if you must, or imprison them, but by no means destroy them.  Secondly, Teraptus has sent for Darkfyre to help him find the cure and to take Teraptus to his castle.   You must find the cure to save the townspeople."


Wandering Monster - Werewolf


The Heroes succeed if they find the cure and get it out of the city without killing any werewolves.  Discovering Teraptus' location, attacking him, and driving him from the city is dangerous but may buy the Heroes more time to accomplish the goal.


Special Rules:

1.  If you do not have any Werewolf or Wolf figures, you can use Bugbears or the Wolf tiles provided.

2.  Some of the townspeople will give directions about the location of either Teraptus and/or the Alchemist's room where the cure is.  You can point to places on the board instead of saying the letters when you read these descriptions.  I have included a blank board map (board.bmp).  You may want to print this out and give to the Heroes for them to mark down the clues they get from the townspeople.

3.  Heroes can trap the werewolves by closing doors.  Werewolves cannot open any closed doors.  There are also several spell scrolls for the spell 'Web' (see artifact card).  When a Hero casts a web spell, he must choose 1 square.  Place a web tile there, plus in all the adjacent squares.  The spell does not travel through doors and walls, but does cover furniture.  If furniture is covered by a web, it cannot be searched unless the web is burned away.  Any werewolf or Hero stuck in the web cannot get loose during the game unless the web is burned.  Any figure in a 'webbed' square that is burned free loses 1 Body Point.  A Hero may burn 1 'webbed' square per turn instead of attacking.

4.  After 15 turns Darkfyre appears on the board at the entrance.  He will head for Teraptus if he is still on the board.  Once there, they will either both head for the Cure in room 'K' (if it has not been found by the Heroes) or head for the Heroes if they have the cure.  If they get to the cure before the Heroes do, Teraptus will take it and head for the Exit, followed by Darkfyre.  To recover the Cure the Heroes must chase both Teraptus and Darkfyre off.  Teraptus knows the following spells for this quest:  Summon Orcs, Fear, Tempest, and Firestorm.  He also knows Escape.  If Teraptus gets to 0 Body Points, he casts this to return to his castle.  If Darkfyre gets to 1 Body Point, he flies off to his lair.  If Teraptus has already been chased back to his castle, when Darkfyre gets to the board, read "Darkfyre swoops down and lands at the town gates.  He senses that Teraptus is elsewhere, and so takes off again, looking for the Wizard."  Remove Darkfyre from the board.

5.  Some of the rooms on this board are given letters to help the Game Master show the players where Teraptus and the Cure are or are not.  If there is nothing else going on in these rooms, they do not appear in the notes below.

6.  Depending on how much gold your Heroes have, set a price that the Heroes have to pay to the family of each townsperson in werewolf form that they kill.  500 gold coins, 1000 gold coins, or more may be a suitable amount.

Notes:

A.  When a Hero opens this door, read "A fortune teller is sitting at a table, flipping over cards.  Without looking up she says 'Welcome, my friends.  I have been expecting you.  I have been able to foretell this information:  the Cure is not here [point to room 'N'] and Teraptus is not in this room [point to room 'G']".


B.  When a Hero opens this door, read "An Innkeeper is behind his bar, cleaning glasses.  He sees you and says 'I was came from my room [point to location 'N'], and Teraptus is not there."

C.  When a Hero opens this door, read "A rat-faced little thief glides out of the shadows.  'I'm Mouse' he says.  For an artifact Weapon or Armor I can tell you exactly where the Cure is."  

    1.  If the Heroes give the thief an artifact weapon or armor, read "The thief looks at the artifact and smiles.  'I was in the Alchemists room just the other night.  It is here [point to room 'K'].  With that the thief slips back into the shadows and disappears." 
    2.  If they decide not to trade, read "Well, if you change your minds I will be here waiting.'  With that the thief disappears back into the shadows."  He will re-appear if the Heroes leave and come back into the room.

D.  When a Hero opens this door, read "The blacksmith is busy working on some armor.  He sees you and says 'I know you are looking for Teraptus.  I just came from across the street [point to room 'C'], and he is not there."

E.  When a Hero opens this door, read "A quivering shopkeeper is here, holding a rusty sword.  He says 'I was just at Veldik's import shop [point to  room 'I'], and the Cure is not there."

F.  When a Hero opens this door, read "A tall sorceress in a long white gown floats calmly in midair.  'I am Alana'  she states.  'If you can give me a magical artifact, anything that a Wizard can use, I can use it to deduce the location of Teraptus.  Unfortunately this will destroy the artifact."  

    1.  If the Heroes agree, read "She cast some incantations over the artifact, which erupts in a brilliant white fire.  Staring into the fire, she says 'Teraptus is here [point to room 'H']".  Alana will then ignore the Heroes.
    2.  If the Heroes decline, she says "Come back if you change your minds."  She will ignore the Heroes unless they leave and then come back into the room.

G.  When a Hero opens this door, read "Penny the Money Lender is here, weighing coins.  He says 'I was just foreclosing on some property [point to room 'J'].  The Werewolf cure is definitely not there."


H.  Teraptus will be here if Darkfyre has not made it to this room.


I.  When a Hero opens this door, read "Veldik, the owner of this shop, stands behind the counter with a loaded crossbow.  'Thank goodness you are here,' he says.  'You must find the cure.  I was just at the City Hall [point to room 'M'] demanding that the mayor do something.  I can tell you with all certainty that the Cure is not there."


J.  The chest contains two web spell scrolls.


K.  The Cure is located here.  It is in the chest.  

    1.  If Teraptus and Darkfyre have not been in this room, When a Hero opens the chest, read "You open the chest and find a small bag, filled with a blue powder.  This must be the cure."  Give the Heroes the Bag tile.
    2.  If Teraptus and Darkfyre have been in this room, read "A chest stands before you, empty.  You see a little bit of blue powder in the chest, and deduce that it once held the cure."


L.  Read this to any Hero who searches for traps, secret doors, or treasure in this room "You find a shopkeeper, hiding behind some boxes.  'If you'll leave I'll tell you that the Cure is not here [point to room 'E'].


M.  If the room is searched for treasure, the bookcase contains a web spell scroll.


N.  If the room is searched for treasure, the bookcase contains a web spell scroll.
