CHAOS WARS

Quest 1 - Below the Ceir Renim Dungeons 

To be read to the adventurers at the start of the game:

The soldiers take you to an ancient stone doorway, cut into the hillside and so covered with vines and bushes as to make it almost invisible.  Your remember the parting words of the Emperor as you left the palace:  'Make sure you stock up on potions before you leave, especially ones of healing.  The caves will be dark, so you will need sources of light such as torches or lanterns.  Each of you may need several.  Find your way through the caves to the passage that leads up into the dungeons above.  Our soldiers blocked this passage when they left the castle.  Remove the debris and climb up into the dungeon.  I will try to contact you during your mission through magical means.  Good Luck.'


Wandering Monster:  Giant Rat


Special Notes to the GameMaster:

1.  The quest map for this quest would not fit on one page.  For printing purposes, it has been divided into 4 separate maps - quest1A.bmp, quest1B.bmp, quest1C.bmp, and quest1D.bmp.

2.  Unless otherwise noted, place Cave Rooms on the board when they are lighted by the Heroes' torch or lantern.



Quest Notes:

A.  This is the entrance to the Caverns.  Place an open door here, and put the Heroes outside the door.  They may enter the caves on their turn.


B.  The first Hero to search this room for treasure will find a scroll of Water of Healing among the bones lying on the floor.  Mark this on the player's sheet.


C.  When the first player reaches one of these squares, read "You hear screams coming from the North".


D.  The Goblin found here is bound tightly in Spider web thread.  Do not place him on the board yet.  After the Heroes have killed the Spiders in this room, read "In the corner you see something struggling, tightly wrapped in Spider thread.  The thrashing stops for a moment, and you hear a muffled voice begging to be set free."  

If they free him, place the Goblin on the board.  Read "After cutting the Spider thread, the strangest looking Goblin that you have ever seen emerges.  He has pale skin and large, bulbous eyes.  He looks around at your group, and readies himself to either run from you or defend himself against your attack if needed.  After a moment, he says 'You would be wanting to leave these nasty caves, yes?  I knows the way, yes I do.  Follow me.  You helped me, so I will lead you."  He then leaves the room, heading to position 'F' on the map.  

If the Heroes attack the Goblin he fights with the statistics of a regular Goblin.

If the Heroes do not free the Goblin, or they kill him, or they do not follow him, they cannot find the secret door at location 'F', even if they search.


E.  If the Heroes are following the Goblin, he will stop on this tile in front of the first pit.  Read "The Goblin points at a hole in the floor.  'Careful', he states.  'Many holes in floor here.'"  Place the pit tile on the board.  The Goblin will point out all the pits as he gets in front of them.

If the Heroes are not following the Goblin, treat the pits as normal pit traps.

  
F. Do not place room 'G' on the board at this time - only place it on the board when a Hero enters it.  If the Heroes are following the Goblin, he stops here and waits for all the Heroes to catch up.  Read:  "The Goblin stops here, and motions for you to gather behind him."  

Once all the Heroes have caught up with him, read "The Goblin looks around the passage.  'Secret way here, shortcut.  Cut many hours off your travels, it will.'  He searches for a moment, then suddenly you hear a rock moving.  The Goblin disappears into a hole in the wall, saying 'Hurry, hurry, this is the way.'"

If the Goblin did not show the Heroes the secret passage, either because they killed him, did not cut him loose, or did not follow him,  they cannot find this secret door, even if they search.  They cannot get into Room 'G'.


G.  When the first Hero enters this room, read "You see the Goblin standing before a group of rats.  He yells 'Here is food.  Eat.'".

The Chest contains 200 gold coins and two Potions of Healing.


H.  When the first Hero gets here, read "This must be where the soldiers blocked the passage down from the dungeons above.  You must dig out the debris to reach the dungeons."

Digging the debris will take 8 turns.   One Hero can dig at a time, and can dig for two turns before he is tired and another must dig.  Each turn roll 1 die; on a roll of 5, falling rocks hit the digging player for the loss of 1 Body Point.  On a 6, a wandering monster appears in the corridor.  The Heroes cannot continue to the next quest until the passage is fully dug open.  

When the 8 digging turns are over, read "You have opened the passage and can leave the caves and enter Ceir Renim's dungeons."

This is the exit from the quest.
