CHAOS WARS

Quest 2 - The Fight in the Dungeon

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

A shimmering likeness of the Emperor suddenly appears before you.  "You have accomplished the first part of your task.  Now you must make your way through the dungeons to the main level of Ceir Renim.  Be careful not to alert the enemy forces of your presence."


Wandering Monster: Orc

Special Note to the GameMaster:

Some of the doors on this level are locked (check the room description to see if the door into it is locked or not).  Locked doors may be broken down or the lock picked.

Breaking Down Doors - The Barbarian, the Dwarf, or the Elf may attempt to break down doors.  The Wizard is not strong enough to do this.  When a Hero attempts to do this, roll one red die.  On a roll of 1-3, the door is broken.  On a roll of 4-6 the door resists the attempt.  A Hero may attempt to break down a door once during his turn.  When they try, whether successful or not, tell them a resounding crash rings through the dungeon.  When the party tries to break down a door for the first time, start a 'door tally'.  Add any 'break down a door' attempt to this tally.  If the door tally gets to three, read paragraph 'G'.

Picking the Lock on Doors - The Barbarian, Elf, and Wizard must have a lockpick to do this, the Dwarf can do it without one.  When this is attempted, roll a red die.  On a roll of 1-2, the lock is picked.  Any other roll and the try was unsuccessful.



Quest Notes:

A.  This is the entrance to the quest.


B.  This door is locked.  The room is empty.


C.  This door is locked.  Sir Wolfar, Lord of Ceir Renim, is locked in this room.  When the door is opened, read "Inside the cell you see a man, dirty, wounded, and bloodied.  He looks up at you when you enter.  Seeing that you are not a foul Chaos spawn, his face breaks out in what is probably his first smile in many days.  'I am Sir Wolfar, Lord of Ceir Renim', he states.  You quickly tell him of your mission.  'I will help you retake the castle', he says.  'We must find my weapons and armor'.

Sir Wolfar stats:

Movement:       2 Red Dice
Attack Dice:    0 (until he gets a weapon)  
Defense Dice:   2   
Body Points:    7   
Mind Points:    4

Sir Wolfar is an NPC.  The Game Master controls him.  He will stay with the adventurers; if they split up he will stay with the Barbarian.  The Heroes can give him any weapon or armor that they wish from their own inventory, if he finds something that is better he will return the item to the appropriate Hero.  He will not lead the group; he should always follow at least one Hero.  He will search for traps or treasure.


D. The door to these rooms are all locked.  When the door is opened, read "You see a corpse lying on the floor [lay a Zombie figure on it's side].  It appears to be one of the castle's soldiers, lying dead on the floor.  As you watch, bright lights begin playing around the corpse.  It arises from the floor as a Zombie, ready to attack." [Stand the Zombie up].

The 'X' in these rooms represents the position of the Zombie.  Note that one room has two Zombies in it, you will have to change the note above slightly to make the corpse and Zombie plural.

E. When a Hero stands outside this door, and it has not been opened yet, read "You hear voices shouting and screaming on the other side of the door.  It is too thick to make out what is being shouted, or whether the voices are Human or not".

The door here is locked.  The room on the other side of this door contains 5 Goblins.  When the door is opened, read "As you open the door, you are rushed by a group of frenzied Goblins who were locked in the room."

The Goblins have been crazed by torture, and are Berserk.  They may attack twice each turn, but roll no defense dice.  Because of their Berserk state they are immune to pain.  This gives them two Body Points.

F.  The door to this room is locked.  When the door is opened, read "As you open the door, you are rushed by a group of frenzied Orcs who were locked in the room.

The Orcs have been crazed by torture, and are Berserk.  They may attack twice each turn, but roll only one defense die.  Because of their Berserk state they are immune to pain.  This gives them two Body Points.


G.  Keep track of the attempts the Heroes make at breaking down doors.  After the third attempt, the monsters in this room will exit it and try to find out the source of the noise.  Half of the group (1 Orc and 2 Goblins) will open the north door and head north to search.  At the end of the hallway they will turn right.  The other half of the group (1 Orc and 2 Goblins) will exit the room from the south door.  The will proceed to the hallway marked 'E'.  At the end of the hallway they will turn left.


H.  When the Heroes come into line of sight with these three monsters, hold the last Goblin out of the fight.  Make sure (even if it means fudging rolls) that he comes out alive.  You also need to make sure that he does not get surrounded; he needs a clear route to location 'I'.  If he does get surrounded, tell the players that the small Goblin slips through them.  After the Fimir and the other Goblin have been killed, read "The Goblin sees that he is the only survivor of his group, and gives a frightened squeak and begins running."

The Goblin will flee to location 'I'.  Always keep him a few squares ahead of the Heroes until he gets to that location.

If Sir Wolfar is still alive, read "Sir Wolfar tells the group 'After him.  We must stop him before he warns the castle of our presence.'"


I.  Place the Goblin in front of the door.  When the Heroes are in his line of sight, read "You see the Goblin, screaming and banging on a door, attempting to open it."

The Goblin will quit trying to open the door and attack the Heroes normally.

After the Goblin is killed, and if Sir Wolfar is still alive, read "Sir Wolfar looks at the body of the dead Goblin and asks 'Do you think anyone heard him?'."


J.  Sir Wolfar's weapons and armor are here.  After killing the Chaos Warriors, if he is still with the party, read: "Sir Wolfar sees the weapons and armor on the Weapons Rack and shouts 'My weapons and armor!'  He picks them up and readies himself for battle, arrayed in the traditional battle garb of his family."

Sir Wolfar will return any weapon or armor given to him by the other Heroes, and put on the armor and wield the weapon on the Weapons Rack.

The Weapons Rack contains: Chain Mail, Shield, Helmet, and a Longsword.

If Sir Wolfar has died, then the first Hero to search the room finds these items.

K.  This is the exit from the quest.
