Q  U  E  S  T     3

Lost in the Dark


You run down the slippery stairs until the roaring of the Daemon seems distant enough to pause and ponder upon your surroundings. Many paths lead from here, and you wonder why no courier scout awaits you, carrying Mentor's instructions. Without the guidance of your tutor, you decide to let faith guide you, into the dark, damp dungeon ahead.


Quest Notes 

New monsters used: Chaos Sorcerer (knows Firestorm, Lightning Bolt), Bloodthirster, Night Goblins, Fimir Mages.

The Heroes must find and pass through the door that leads to the next quest in order to complete 'Lost in the Dark'.


A. The Alchemist's Bench, thick with dust and cobwebs, holds two Magic Potions that can still be used. These are:

Potion of Invisibility
	You can drink this clear liquid at the end of your turn. When you drink 	it, you cannot be attacked until the start of your next turn.

Berserker's Brew
	You can drink this ruby red brew just before you attack. You may then 	attack twice, rolling 4 extra combat dice. However, the brew greatly 	exhausts the Hero, who loses 2 Body Points to reflect this.


B. This room is the cave of a Bloodthirster. The remains of several unfortunate souls litter the floor, victims of the Daemon's rage. When the Heroes search the room for treasure, they find the body of an Imperial Scout, carrying a letter from Mentor. In it, he warns the Heroes of the dangers of the dark, mazelike caverns that connect the Skaven Warrens with the realm of the Night Goblins. The Scout is wearing a pair of Leather Boots, and tied to his belt are a small leather purse containing 70 gold pieces, and two Potions of Speed.

Not far from the dead Scout are the skeletal remains of a Knight. There are a couple of items on the body that the Heroes might want to take with them:

Daemon's Doom (Artefact)
	You can use this sinister looking dagger when you attack a (Bloodthirster) 	Daemon. It will drain a number of Body Points equal to the roll of one red 	die. The dagger crumbles to dust after use.
	
Spider Venom Antidote	
	You can drink this purple potion when a Giant Spider has attacked you. The 	potion will restore all Body Points lost as a result of the spider's 	attack.


C.  These doors have no handle, and are magically locked. They can only be opened with a Genie spell. Note that a Genie spell only opens one door.

Actually, there is another way to open the doors, but it is only available to the Battlemage or the Wizard, as it requires great mental concentration. Only one attempt is allowed. 

In order to telepathically break the magical lock, the Battlemage or Wizard player rolls one red die for each of his Mind Points. Rolling a 6 will open the door, and the contents of the room must be placed on the game board. However, this method drains all remaining Body Points (even if it fails), and a healing spell or potion must be used immediately afterwards to prevent death. 

The chest in the room with the zombies contains 120 gold pieces and the Ring of Insulation, a new Artefact.

Ring of Insulation (Artefact)
	This strange black ring is decorated with tiny silver sparks. When you 	wear the ring, you are immune to the effect of Lightning spells.

The chest in the room with the skeletons is trapped. If a Hero opens the chest without disarming the trap first, a sharp axe will fall from the ceiling, causing 2 combat dice damage. The chest contains 115 gold pieces and the Gauntlets of Faith, a new Artefact.

Gauntlets of Faith (Artefact)
	Commonly used by Paladins and Warrior Priests, the Gauntlets of Faith give 	you a +2 bonus to your Bravery Rating. 

The chest in the room with the Chaos Sorcerer is trapped. If a Hero opens the chest without disarming the trap first, a poisonous dart will shoot from the wall, causing 2 Body Points damage. The chest contains 325 gold pieces and an Imperial Greatshield.

Imperial Greatshield (Armor)
	This large, beautifully decorated shield is reserved only for the Empire's 	most loyal supporters. It gives you two extra combat dice in defense. The 	Imperial Greatshield cannot be combined with a normal shield.

	Can only be used by Knights of the Realm
	Cannot be used by the Battlemage or the Wizard


D.  The Orc assassin Agrak is guarding the entrance to the Night Goblin cave. Agrak knows one Chaos Spell; Escape (to reappear at X). Moreover, he is a Fearsome Monster.

	Agrak
	Move:	10 squares	Mind Points:	3
	Attack Dice:	special (see below)	Body Points:	3
	Defend Dice:	4

	Agrak attacks using a Repeater Crossbow. A single model will suffer three consecutive attacks when Agrak fires his crossbow. The first attack has a strength of 3 combat dice, the next one has a strength of 2, and the final attack has a strength of 1 combat die.

	Agrak can open the doors marked with a 1 before he escapes, and he can open the doors marked with a 2 when he reappears.

	Agrak wears the Shadow Cloak, which he can use in the way described below. The Hero that defeats Agrak can take the cloak.
	
Shadow Cloak (Artefact)
	This unique magical cloak once belonged to the Orc assassin Agrak. Should 	you die wearing it, roll a red die. On a roll of 4 or higher, one Body 	Point is restored.

	Can only be used if no Healing Potion is available

The chest in the room contains 275 gold pieces, and a Healing Potion that restores up to 4 lost Body Points.



Monster Pool: 1 Chaos Sorcerer
Wandering Monsters: 2 Skeletons
