RENEGADE!

Board #2 - The Mines


Wandering Monster - none, if a Hero draws a wandering monster card, then nothing happens.
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To be read to the Heroes at the start of the quest:

You follow the trail shown to you by the villagers, and come to the entrance to the mine.  Torches given to you by the villagers provide light as you enter the horizontal passage.  The floor is rock-strewn, and the mine has not been worked in many years, giving you fears of possible collapses.  Looking around you see no signs that anything alive has been in here for a long time, but yet you know that a lone Fimir may be lurking in some dark passage... 
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Special Notes:

1.  You can play with the torch rules included with the cave passages tiles.  If you do so, give each player 2 torches at the beginning of the quest.  If they do not accomplish the task of finding the renegade before the torches run out, they will have to go to town to buy more from the Armory, which sells torches and lanterns.

If you prefer, allow the Heroes one torch, but it will last an unlimited number of turns.  Either way, only place the tile the Hero or Heroes with torches are on, plus the tile in front and the tile in back on the table at the same time.  This will give the Fimir Renegade the darkness he needs (see below).

2.  The Fimir is in location 'F' (see notes for that location, and location 'E').  He will leave this location to try to ambush whichever Hero is last in the party, waiting in the dark or in a side passage for the rest of the Heroes to pass by.  He will then attack the last Hero by surprise.  Because the Hero is surprised, the Fimir may make a second movement roll after his attack.  If the Fimir makes it off the current 'lit' boards, he has escaped back to location 'F'.  He will wait there until either the time is 'right' to set another ambush, or until his lair is discovered.

The Fimir is a Noble.  He knows these spells:  Marsh Gas, Cause Panic, Quagmire, Slime, Black Mist, and Slithering Doom.

3.  Using the above 'torch' rules, all passages leading out of a room are placed on the map when the room is entered.  To make the map more readable, I have not placed the 'blocked cave passage' tile over all the unused exits from the cave rooms.  You can either use these to block off the passages, use the blocked passage tiles that came with the boardgame, or let the players know that any exit that has no passage is not in use.

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Specific Notes:
 

A.  The Heroes start here.


B.  This room is made by using the tiles Room #1 and Room #2, attached together.


C.  This room is made by using the tile Room #5.


D.  This is the Chasm tile.  Note that the two passages leading in to it from the top and bottom have a blocked passage tile.  The room may be entered from the left or right, which puts the Heroes on the appropriate ledge.  The swinging bridge may be crossed over to the other ledge.  The top and bottom passages open into the lower part of the chasm.  When a Hero enters this, read, "You enter a small passage with a standing pool of water in the bottom.  High above you see a swinging bridge".  The walls of the chasm cannot be climbed.  A Hero jumping down to the lower part of the chasm always looses one Body Point when he lands.

The Fimir will try to use this place to ambush the Heroes.  He will throw rocks down on them, each causing two attack dice of damage.  When throwing rocks, the Fimir does not get to move again like he does when he ambushes a Hero.

If the Fimir casts Black Mist here, he will be able to attack any Hero in the bottom of the Chasm, and the Heroes will not be able to attack back.


E.  This room is formed by using the tile Room #4.  Note the water tiles at the bottom.  When a Hero first enters this room, read, "You are standing at what appears to be the back of the mine.  The far end of the room appears to be flooded."

Place two copies of the water tile at the bottom of this room.  The passage is flooded to the ceiling, and the only way for the Heroes to pass though is to swim.  If a Hero examines the water, tell him it looks like a passage is beyond.

A Hero must have at least 2 movement points left before attempting to swim.  Move him to the second water tile, and stop him there.  At this time place room 'F' on the table, the Hero is now in this room.


F.  When a Hero swims into this room, tell him "You come up in another room.  You stop after the swim and catch your breath."

This room is where the Fimir has made his lair.  Unless he is caught while ambushing a Hero, he will retreat here to make his final stand.

Once he has been killed, you can either end the quest automatically, or have the Heroes make their way back to the entrance.

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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, "You leave the mines.  As your eyes get adjusted to the daylight, you notice that you are not alone.  Once again Fimir surround you.

"SSSO, HUMANSSS, WE MEET AGAIN.  YOU SSSEE RUNNNAWAY?"

You tell the Fimir of your destruction of the single Fimir in the mines.  It looks at another and motions with its hand - the second Fimir quickly lopes into the mines.  For a long time you wait in silence; neither you nor the Fimir speak.  Finally the lone Fimir returns, and nods once at the leader before returning to his place.

[Note - if the Heroes thought to bring the body with them, or some other such proof of their killing the Fimir, you may have to change the above paragraph to 'You show the Fimir the ....  The Fimir takes it into its hands, examining it closely with its eye.]

"WE ARRRE THANKFUL, HUMANSSS.  WE WILLL SPARE YOURRR LIVESSS, FORRR NNNOW.  YOU MMMAY HAVE THESSSE, TOO." 

The Fimir hands you a small bag.  Inside you find three gems, each worth 80 gold pieces, and two spell scrolls; one of Heal Body and one of Ball of Flame.

You look up to find the Fimir gone.  Have they returned to their stronghold, or are they heading to attack the village?  Where do you wish to go next?  You can head for the village and hope to stop the attack, or begin your journey to the Fimir Stronghold."

2.  If this quest was played second, read, "You have found and destroyed the Renegade Fimir.  You leave its body [note - either say "in the mine" or "at the mine entrance", depending on whether the Heroes picked it up to carry it].  You still have one more task to accomplish before you can say your job is finished.

3.  If this quest was played last, read "By slaying the Fimir renegade, you have destroyed all the Fimir in the area, stopping the raiding.  You begin hiking back to the village, where you will rest before returning to the Emperor with your good news."  This is the end of the quest pack!


