RENEGADE!

A quest pack for use with HeroQuest.

Written by Dewayne Agin  dagin@my-deja.com
http://www.geocities.com/TimesSquare/Chasm/9223/

Loosely Adapted from Fimir!, a Warhammer Fantasy Roleplay Encounter by Graeme Davis
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File Note:  

The pack zip file contains the following files: 

    readme.txt                (this file)
    Board1.bmp - Board4.bmp   (the quest maps)
    Board1.txt - Board4.txt   (quest descriptions)
    water.bmp                 (a water tile for the quest)
    key.bmp                   (a key to the quest maps)
    fimir.bmp                 (new Fianna Fimir and Fimir Noble Monster cards)

    In addition to these files, you will need to download the following board overlay tiles from my website:  

    fimir.zip                 Fimir Spell Cards - found in the 'New Monsters' section
  
    The rest are found in the 'Room Overlays and Tiles' section
    
    meadow.zip                Meadow
    stairs.zip                Stairs
    chasm.zip                 The Dungeon Chasm
    passage.zip               Cave Passages 
    room1.zip                 Cave Room #1
    room2.zip                 Cave Room #2
    room4.zip                 Cave Room #3
    room5.zip                 Cave Room #5 

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Please note that in the description below, I have placed a change that you may want to make to the description in square brackets [].

Intro (to be read to the Heroes at the beginning of the quest):  

Reports have been reaching the Emperor about Fimir raiding parties in the marshes southwest of the capital.  The exact location of the base used by these parties is unknown; your instructions are to find and destroy it.  The village of Kammendun has suffered the most from these attacks, so you decide to begin your search for the Fimir stronghold there.  Traveling on a little-used trail through the Belsor Moors, you enter a shallow valley.  A mist begins to form; not an unusual occurrence for this area.  It thickens until visibility is reduced to a few yards [meters].

"SSSTOPP, HUMANSSS!"  The hissing cry comes from out of the mist, hiding the speaker from view.  You stop, and a group of three Fimir emerges from the fog ahead of you.   All around, bulky shapes appear from out of the mist.   You are surrounded by dozens of Fimir!

The Fimir make no move to attack; instead they watch you steadily with their single eye.  The Fimir in front of you slowly steps forward.

"CAREFFFULLL, HUMANSSS" hisses the Fimir, its tail lashing warningly as it approaches.  It stops several paces in front of you.  "IT ISSS A RUNNNAWAY WE LLLOOK  FFFOR, A RENNNEGADE, YESSS.  YOU SSSEEE?"

You tell the truth, realizing that while you have probably found your raiders, you are surrounded.  "No", you reply.  "You are the first of your kind that we have seen since entering the Moors."

The Fimir narrows its eye, staring at you.  "WELLL", it says, "ONNN WE SSSEARCHHH...THERRRE ISSS A HHHHUMAN VILLLAGE CLLLOSE...WWWE WILLL SSSEARCHHH THHHERE.  MAYBE WE KILLL THHHERE...UNLESSS WE FFFIND RUNNNAWAY BEFFFORE..."

The Fimir turn, and vanish back into the mists.  No trace of them can be found.  You continue on your way to Kammendun, a new urgency in your steps.

You arrive at the small village - a few buildings at the edge of the River Schaumfluss.  As you enter the town the villagers crowd about you, telling of the depredations caused by the Fimir.  One tells you that their mayor has recently disappeared, and is feared to be dead.  Suddenly a shout is raised down by the water's edge.  You hurry to the shore, along with the villagers, and find a few fishermen clustered around a small boat.  Inside you see a man, wounded and bleeding, lying in the bottom of the small craft.

"Fimir", he murmurs weakly, "I was attacked by a Fimir in the old mine.  Nearly killed me..."  

"What?" shouts someone from the crowd, "Did a Fimir Warparty attack you?"

"No, a single Fimir.  A single Fimir was in the mine."  With that the wounded man lapses into unconsciousness.

Talking with the villagers, you discover one who knows of some old ruins about a day's journey away - the most likely place for the Fimir stronghold you seek.  You also ask the way to the mines, and the villages point the way.  You are now faced with a dilemma - do you seek out the Fimir stronghold as instructed by the Emperor, hoping to catch the Fimir there and destroy them, do you stay in the village and help defend it against the attacking Fimir and look for the Fimir stronghold later, or do you go to the mines to search for the renegade Fimir - maybe finding him will head off the Fimir attack?

What do you wish to do?

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POTIONS FOR THE ALCHEMIST'S SHOP

(You may want to print this list out to give to the players)


Potion of Minor Restoration    500 Gold Coins
Restores 1 lost Body Point and 1 lost Mind Point.

Potion of Major Restoration    800 Gold Coins
Restores a Hero's Body or Mind Points to original levels.

Potion of Speed    100 Gold Coins
Adds 5 movement squares to the Hero's next movement dice roll.

Potion of Strength    250 Gold Coins
Doubles the number of attack dice a Hero can roll on his next attack.

Potion of Invisibility    300 Gold Coins
Turns the Hero invisible for the next 5 turns. If the Hero makes an attack or casts a spell, he becomes visible immediately.

Potion of Regeneration    300 Gold Coins
Restores all attack dice drained from the Hero by Undead.

Potion of Fire Resistance    400 Gold Coins
After a Hero drinks this potion, he is immune to the effects of the next Chaos fire spell cast on him, or suffers no damage the next time the Hero is burned by fire.
            
Potion of Cure    400 Gold Coins
If a Hero drinks a Potion of Cure, he is cured of any disease or diseases that infect him.

Potion of Spell Casting    600 Gold Coins
A Spell Caster may drink this potion to relearn a spell that he has just cast. He may pick up the spell card of the last spell he cast and put it back in his hand.

Blade Venom    200 Gold Coins
This potion is used to coat a bladed weapon or arrow. The first monster hit by this weapon (at least one skull rolled) looses an extra Body Point in damage due to the venom.
            
Potion of Anti-Venom    300 Gold Coins
Removes poison from the Hero's body, but does not restore lost Body or Mind Points.

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Special Notes For The Game Master (The rest of this file is not meant to be read to the Heroes.  Doing so will reveal parts of the game):

This quest pack is made up of three different quests:  The Village (1 quest level), The Mines (1 quest level) and The Fimir Stronghold (2 quest levels).  The players may choose the order in which they wish to play the quests.  Each has a different reward for being played first (but the Heroes don't have to know that).  Also the Fimir Stronghold quest was designed so that the players can, if needed, move freely between the two levels.  While it was intended that they could regain lost Body & Mind Points in between these two levels, they would not get to purchase new items.  As always, you can play this as you see fit.

This quest pack includes spell scrolls as treasure.  I have not drawn up special cards for these scrolls.  If a Hero finds this treasure, mark it down on his character sheet.  The Hero may cast this spell once.  Mark the scroll off the Hero's character sheet when he casts it.

Once it is open, The Armory will buy back any item that it normally sells for 1/2 the selling price.  Let the Heroes know this before the game begins.  You may want to allow the Heroes to take weapons from any monsters they slay.

The Armory and Alchemist's Shop are not open until the Village (Board #1) is played.  The Heroes may make purchases to begin the quest, but may not make additional purchases until the Village quest is played.

There are two special Fimir in this quest - the Fianna, or elite Fimir bodyguards, and the Nobles.  Besides their normal attack, the Fianna may attack any Hero directly or diagonally behind them with their tail for 1 attack die.  Both their normal and tail attack may be made in the same turn.  Nobles may make the tail attack like Fianna, and they may also cast spells.  Nobles may not attack and cast spells in the same turn.

Besides the special attacks, Fianna Fimm have one extra Body Point, giving them three.  Fimir Nobles have two extra Body Points, giving them four.

To differentiate your Fimir, you may want to tie a ribbon or string around the waist of the Fianna, and a different color ribbon or string around the waist of the Nobles.

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Fimir Spells:

MARSH LIGHTS
Twinkling lights dance around the heads of the Heroes in the same room or corridor as the Fimir.  Each must roll a red die.  If a Hero rolls anything besides a 5 or a 6, he is confused by the lights and misses his next turn.

MARSH GAS
A smelly white fog begins to form around the Fimir.  On Zargon's/Morcar's next turn, it erupts into flames.  Any non-Fimir in the same room suffers 2 Body Points of damage.

CAUSE PANIC
When this spell is cast against a Hero, he must roll a red die.  If he rolls anything besides a 5 or a 6, he instantly becomes afraid of the Fimir.  The Fear lasts until the Fimir is killed.

QUAGMIRE
When cast on a Hero, the ground beneath his feet becomes wet and boggy, and he begins to sink.  He must immediately roll two attack dice.  If he rolls a white shield, he jumps away and avoids the spell.  Otherwise he sinks in over his head and looses two Body Points before he can dig his way out.

SLIME
A sticky slime engulfs the Hero's feet, causing him to remain in place until he rolls a 6 on a red die.  While stuck he may not move, but may attack and defend.

ACID RAIN
A corrosive black rain forms around the Fimir.  Any Hero in the in the same room or corridor must roll a red die.  If anything besides a 5 or a 6 is rolled, one of the Hero's non-magical (not an artifact) weapons or armor (Zargon's/Morcar's choice) is destroyed by the acid.

BLACK MIST
A dark, fog-like mist spews from the Fimir's outstretched hand, filling the room or corridor and reducing visibility for every non-Fimir creature in it.  There can be no missile fire or any long-range spell casting in the area - attacks are limited to adjacent squares.  The spell is permanent for that area, and lasts even after the Fimir is killed.

SLITHERING DOOM
Writhing, twisting snakes of pure energy burst from the ground to attack the Fimir's enemies.  Zargon/Morcar rolls 1 red die.  This many snakes are created, and each may attack any Hero that Zargon/Morcar wishes.  Each snake does 2 attack dice of damage.  If any Hero looses two Body Points to a single snake's attack, he is envenomed.  Before the Heroes can make a counter attack against the snakes, they dissipate into the air.

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Special Spell Traits:

FEAR
Anytime a Hero starts his turn in the same room with a Fearsome monster (a monster can be specified as Fearsome, or become Fearsome due to a spell), or enters a room containing one, he must make a 'Fear' roll. The Hero rolls 1 red die, and on a roll of 5-6 he has become afraid and must move as far as possible from the monster, even if it means leaving the room. The Hero may not make any attack that turn, even against another monster, but can defend. If a Hero enters a room with a Fearsome Monster during his movement turn, he must make a Fear roll immediately. The fear only lasts one turn, but the Hero must make a fear roll every turn he is in the same room as a Fearsome Monster.


VENOM
Once a Hero has been envenomed, he will loose one Body Point per turn until an antivenom potion is taken.
