Quest #13

The Prisoner


Note:  If the Heroes did not bring Teraptus to Lord Narran in the previous quest, you will have to change the introduction a little.  Instead of Teraptus you will have to use some other Chaos figure, such as another Wizard, an Orc Warlord, a Chaos Warrior, etc.


"You have captured Teraptus.  Lord Narran gives you final instructions before you begin escorting him to the castle.  "We have devised a special carriage to carry Teraptus.  It has runes on it that will prevent him from casting spells and escaping.  You are to escort the carriage to my castle.  The only way there, unfortunately, goes through the village of San Cellis.   My spies have discovered that Teraptus' Chaos allies are planning on ambushing the carriage in the village.  You must safely escort him through San Cellis and on to my castle.  Do not let Teraptus escape!"


Wandering Monster:  Two Hobgoblins and Two Bugbears


To succeed in this quest the Heroes must get the carriage through the village to the exit.  If the carriage is destroyed, they must force Teraptus to surrender by reducing him to 0 Body Points.


Special Rules:

1.  Choose one player to control the carriage during the quest.  The carriage can move up to 3 squares per turn.  The Hero does not have to move the carriage any squares in a turn if he does not wish.  The carriage moves after the last Hero, but before Zargon.  The carriage may pivot (turn) to the left or right as required, but may not move sideways.  When pivoting, the rear of the carriage stays in the same square, but the horses can move 1 square to the left or right (no diagonals).  Pivoting counts as one square of movement.


2.  If the Hero controlling the carriage tries to drive it through any of the four squares containing the fountain, the carriage stops.  It can only drive one square as long as any part of the carriage is in one of these squares.

3.  The carriage has 2 body points.  Roll two defend dice on any monster attack against it.  Arrows do not harm it, but hand weapons do.  After it receives one hit, replace the carriage tile with the damaged carriage tile.  On the second hit, tell the players that the attack breaks the carriage apart and Teraptus is free!  The player moving the carriage can continue to move it if his Hero is killed, and can do so even if all the Heroes are killed.

4.  To win the game the carriage must get to the 'Exit' side of the board with at least one Body point left, or if Teraptus is freed he must be forced to surrender to the Heroes, at which time he can be lead to the exit.

You will want to make the Heroes aware of rules 1-4.

5.  Do not set any of the monsters on the board until they come into line of sight of the carriage or a Hero.  If a monster is in a room, place him on the board if a Hero opens the door, or if the carriage passes by the room.  The monsters then open the door and attack.

6.  Keep track of turns.  After 10, the Dragon appears from the same place on the board that the Heroes started from.  If the Dragon ever gets to 1 Body Point, he flies off to his lair.

7.  The monsters will go after the carriage first, but will stop to attack any Hero in front of them or attacking them.

8.  Teraptus has his full Body and Mind Points, and knows these spells:  Summon Orcs,  Summon Undead, and Command.  If he gets to 0 hit points, read "Sorely wounded, Teraptus raises his hands in surrender.  "I will follow wherever you lead"  

If he is attacked one more time, Teraptus is killed.  Otherwise tell the player who was moving the carriage before it was destroyed that he now is in charge of moving Teraptus.  He can move 4 squares per turn.  If Teraptus is ever no longer in line of sight of a Hero, the Game Master takes over his movement.  Teraptus will try to escape by getting back to the entrance to the village.  If the Heroes catch back up to him, the player who was moving him before resumes his movement.

