THE ATTACK ON OAKDALE

Quest 4 - The Chaos Fortress Level 1


You follow the Roanrush River to the DarkFang Mountains.  The trail left behind by the Chaos attackers is not hard to find; you follow it to a high crag deep in the range.  High on the mountain you spy the Fortress; a dark, foreboding place.  You wait until night, then you creep up to the entrance.


Wandering Monster:  1 Goblin and 1 Orc


Notes:


A.  Place the Heroes on any of the 4 places marked.  Place the Fimirs on the board, but before allowing the Heroes to move read "In the darkest part of the night you creep up on the Fimirs guarding the entrance to the fortress.  Both are half asleep, and do not see you coming until it is too late to raise the alarm."


B.  The door to the right is locked.  When a Hero steps on the space marked by the arrow, read "The doorway into the hallway in front of you is locked.  The door looks weak, though.  If you do not have a key that fits the lock perhaps it could be broken down.

If a Hero attempts to break down the door, have him roll one red die.  On a roll of 1, he has inflicted 1 point of damage to the door.  It can take 3 points of damage before it is broken.  If the Hero fails to roll a 1, roll 1 red die.  On a roll of 5-6 a group of Wandering Monsters hears the noise and comes to investigate.  Place them as near to the group of Heroes as possible, and either coming out of a door or around a corner.

The key from room 'E' will unlock the door.  When the door is unlocked (or broken open), take the key tile away from the player.


C.  The chest here is trapped.  If it is opened without being disarmed first, a poisonous gas trap does 1 Body Point of damage to every Hero in the room.

The chest contains 300 gold coins and a Scroll Of Water Of Healing.


D.  The first Hero to search the room for treasure will find a Potion Of Healing hidden in the cupboard.


E.  When a Hero first enters this room, read "You have obviously entered the room of a Necromancer.  Dark, evil runes cover the floor and the walls, and the stench of death permeates the entire chamber.  As you look around, a dark shape steps out from the shadows - the Necromancer!  Two Skeletal guards surround him, to guard him from harm"

The Necromancer is represented by the Chaos Mage sign on the board and has these stats:

Necromancer:  Movement    - 8
              Attack Dice - 3
              Defend Dice - 2
              Body Points - 3
              Mind Points - 6
The Necromancer knows these spells:  Summon Undead (2).

Use the Chaos Warlock figure to represent the Necromancer.  The Necromancer has two vials containing Grave Dust.  He may use them anytime during the battle.  Casting the Grave Dust in the air restores all Undead in the room to full Body Points.  If he is killed before using both of the vials, they are worthless to the Heroes.

The first Hero to search the room finds a key on the Necromancer's Table [give the Hero the key tile].  This key will unlock the door at location 'B'.  If the door has been previously broken open, do not give the tile to the player, but tell him he has found a key.


F.  These stairs are the exit from the quest.
