Quest #14

Darkfyre's Lair


Note:  If the Heroes have killed Teraptus, or if they failed in the quest to deliver him to Lord Narran's castle, you will have to modify this opening.


"Lord Narran greets you in his study.  'Teraptus has been executed for his crimes.  I would have hoped that this would be a cause for celebration, but instead it has caused a crises.  Darkfyre is enraged by the execution, and has gone on a rampage.  My knights have tried to defend the realm as best they could, but Darkfyre has slain many of them.  He was sorely wounded in the last raid, and has gone back to his lair to heal.  You must enter Darkfyre's dark cavern and kill him, putting a stop to his destruction once and for all.  This may be the most dangerous assignment I have given you, so prepare for it well.'"


Wandering Monster - One Orc and One Hobgoblin


To succeed in this quest the Heroes must kill Darkfyre and exit the cavern.


Notes:  

A.  The chest in here is empty, but is very special.  It has two traps.  The first trap is a needle trap.  It does 1 Body Point in damage to anyone opening the chest without disarming the trap first.  The second trap cannot be disarmed.  If a Hero attempts to disarm it, tell him that the attempt fails.

If the chest is opened (after dealing with the first trap if it was not disarmed) announce: "Suddenly an alarm sounds, echoing throughout the dragon's lair.  A Death Knight rounds the corner, answering the alarm."  Place a Death Knight outside the room.  If the Heroes have not met up with Darkfyre yet, read "You also hear the dragon stirring.  Darkfyre is now aware of your presence."  Darkfyre will begin moving towards the location of the Heroes.  If they split up, he will move towards the closest one.


B.  The chest here is surrounded by fire.  Place fire markers in all four squares.  If a Hero asks, he can stamp out a fire, but may suffer damage doing so.  The fire is always put out when a Hero tries, but roll 1 red dice.  On a roll of 5-6 the Hero is burned and loses one Body Point.  A Hero may also attempt to jump over the fire.  On a roll of 5-6 he succeeds, otherwise he lands in the fire and suffers one Body Point damage.  The chest contains 1000 gold coins, plus 4 gems each worth 200 gold coins.


C.  This chest is trapped.  If the chest is opened without disarming the trap first, a cloud of gas surrounds any Hero in the room (see the rooms.bmp file for the extent of this room).  The gas causes 2 Body Points of damage.  The chest contains 2 potions of Fire Resistance, and 2 potions of Healing.
