RENEGADE!

Board #1 - The Village


Wandering Monster - Fimir

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To be read to the Heroes at the start of the quest:

You enter the village, wary for the oncoming Fimir attack.  The villagers quickly lock up their shops and homes and escape the town to hide until the attack is over.  You assume that you are alone, until a young man approaches you.

"Thank you for helping us", he stammers.

"Why didn't you leave with the rest of the people?  You're no warrior - leave the fighting to us", you tell him.

"I know this area better than most - I'm a trapper, you see.  I spend my days hiking through the hills and marshes.  I know where I can hide and still see all the countryside surrounding the village.  I'll go there now, and come back to warn you when I see the Fimir approaching."

You thank the young man, and he quickly leaves to assume his watch.  You begin preparing for battle; checking your armor, sharpening your weapons, learning your spells.  You don't have long to wait - several hours after he left the young man comes running into the village.  

"The Fimir - they're coming!" he pants.  

You send him back to his hiding place, and stand, ready for battle.

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Special Notes:

1.  At the start of this quest, all the doors in the village are closed and locked.  To open a door, a Hero or monster must roll his normal attack dice against it.  Each door may roll one defense die to simulate the hardness of the wood.  If a Hero or monster makes a successful hit against the door, the door is shattered.  Replace it with an open doorway.


2.  The quest begins with the Evil Wizard player taking his turn first.  After this first turn, game play continues as normal.


3.  Placing the Fimir on the gameboard:

There are four locations on this map, 'B', 'C', 'D', and 'E', which are the starting locations for the Fimir.  A certain number of Fimir will enter the village from each location - see the letter description for the number.

If, at the start of the Evil Wizard player's turn, he has some available Fimir figures to place on the board he should roll a red die:
A roll of 1 corresponds to location 'B'
          2 corresponds to location 'C'
          3 corresponds to location 'D'
          4 corresponds to location 'E'

If a 5 or 6 are rolled or if all the Fimir from the location have been played:

a)  If Fimir are already on the board, then do not play any figures for this turn
b)  If there are no Fimir currently in play, then re-roll

Except for the special Fimir from locations 'C' and 'E', place 1 Fimir on the board at a time, corresponding to the location rolled as above.  See these locations for the description of the times you place more than 1 Fimir on the board.


4.  The quest continues until all the Fimir have been placed on the board and defeated.


5.  An alternate way of playing this level is to not place the Fimir on the board until they are in the line-of-sight of a Hero.   Keep track of the monsters movements on paper or on the game map until they become visible - then place them on the board.

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Specific Notes:
 

A.  Start the Heroes here.  Place one Hero on each of the spots marked with an 'X'.

This location uses the Meadow tile.  This tile is larger than the location shown, it must be cut down to size.


B.  This location is the starting point for 4 Fimir.


C.  This location is the starting point for 6 Fimir.  The fifth time this location is rolled, two Fianna Fimir start here.


D.  This location is the starting point for 3 Fimir.


E.  This location is the starting point for 5 Fimir.  The second time this location is rolled, two Fianna Fimir and one Fimir Noble start here.  The Fimir Noble knows these spells:  Cause Panic, Quagmire, Acid Rain, and Slithering Doom.


F.  When a Hero is outside the door, tell him "A sign outside the door reads 'Mayor'".  The office is empty.


G.  When a Hero is outside the door, tell him "A sign outside the door read 'Carlton's Armory'".  The shop is empty.


H.  When a Hero is outside the door, tell him "A sign outside the door read 'Potions and Charms'".  The shop is empty.


I.  When a Hero is outside the door, tell him "A sign outside the door shows a rearing Unicorn.  This must be the village Inn".  The Inn is empty.

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At the end of the quest:

You will need to read one of the descriptions below, depending on whether the Heroes played this board first, second, or last.


1.   If this board was played first, read: "The villagers, seeing that the Fimir attack is over and their shops and homes are not in flames, creep back into town.  Soon a joyous festival ensues, with all the people celebrating your victory over the Fimir.  During the celebration the local blacksmith, thankful that you have saved him, comes up and offers each of you one weapon or piece of armor from his shop at half price.  The Alchemist, standing nearby and not wanting to be outdone by the Blacksmith, makes each of you the same offer.  They leave arm in arm, drinking ale.  Now another decision awaits you - do you find the Renegade in the mines or attack the Fimir stronghold?"

2.  If this board is played second, read: "The villagers, noticing that their shops and homes are not in flames, creep back into town.  Soon a joyous celebration ensues, with all the people celebrating your victory over the Fimir.  You see the Blacksmith and the Alchemist, arm in arm.  They motion you over, telling you to make sure you visit their shops before you continue on your battles."

3.  If this board is played last, read: "The villagers, seeing that the Fimir attack is over and their shops and homes are not in flames, creep back into town.  Soon a joyous festival ensues, with all the people celebrating your victory over the Fimir.  You join in the celebration - tomorrow you will begin your journey back to the capital to report back to the Emperor.  He sill be pleased that you completed your mission and destroyed the Fimir raiders."  This is the end of the quest pack!

Note - If the party played the Fimir Stronghold quest first and rescued the Mayor, then read this after reading either #2 or #3 above: "During the celebration you spot the mayor.  He motions you over, and leads you to his office.  Unlocking a desk drawer, he hands you a bag.  'Here, this is for rescuing me.  It contains 4 gems each worth 250 gold coins - one for each of you.'  You accept the reward, and with the Mayor return to the party."
