The Quest For The Lichemaster

Quest 4 - The Chaos Retinue Of Adolphus Weiss Level 2

You climb down the stairs into a level so thick with evil that your bones begin to tremble.  Somewhere on this level are the Weiss Brothers, Adolphus and Gotthard.  Whether they have discovered the Weapon yet, you do not know, but you dread to think what would happen if one of the Weapons fell into either brother's hands.


Wandering Monster - Chaos Thug.


Special Notes:

1.  The Orcs on this quest are armed differently than normal Orcs.  Each has a Crossbow and a Short Sword.  The rules for using the Crossbow are the same as when a Hero is using one.  When attacking a Hero in an adjacent square, the Orcs use Short Swords.  Roll the normal three attack dice for Orcs making this attack.

2.  If the Heroes leave this level, and then return, all monsters should be placed back on the board when the Heroes enter the appropriate room (even monsters they have already killed) except for the ones in rooms 'D' and 'G'.


Notes:

A.  This is the Entrance to this quest.  The stairs lead up to Quest 3, room 'B'.


B.  The first Hero to search the room for treasure after the Monsters are killed will find a small Red Gem on a metal chain around the dead Chaos Warriors neck.  It is worth 75 gold coins.  If the gem is found or shown to the Wizard, he will be able to determine that it is magical, but unable to determine what its function is.


C.  If the Heroes open both of these doors at the same time, play this room as normal.  Otherwise, if the Heroes open one door, the Monsters will open the other and try to surround the Heroes.  


D.  The Chaos Mage in this room is Gotthard Weiss.  After he is killed, the first Hero to search the room will find 150 gold coins and the Ring Of Speed (see artifact card) on him.

Gotthard Weiss:  Move 7,  Attack 4,  Defend 3,  Body 6,  Mind 8
Gotthard knows these spells:  Firestorm (he is immune to the effects of this spell, so it does no damage to him if he is caught in it), Choke, and Flaming Skulls Of Terror.

The two small rooms to the north should be played this way:  When the first door to either room is opened, read "The room is overrun by Rats!  They push their way past you into the room."  Move the Hero who opened the door to one side, and allow the Rats to move (all the Heroes' turns are over).  Even though the Rats are shown in the small room on the right, they could be in either room.  When the second door is opened, that room is empty.


E.  The lever in this room opens the door marked 'F'.

The two squares, marked '1' and '2', are one-way transportation squares.  The square marked '1' will teleport a Hero, Monster, or spell to the square marked '1' in the corridor, and the square marked '2' will transport to the one marked '2' in the corridor.  The corridor squares will not transport back into the room.  The Monsters are aware of these squares, and will try to use them to surround the party.  

If a Monster or Hero transports and a figure is already in the square, the transporting figure rolls two attack dice.  This is the damage that it does landing on the other figure.  The figure already in the square may roll its normal defense dice except for a shield (this does no good when someone is landing on you).  The transporting figure now occupies the square, and the figure that was landed upon is then pushed back in a direction chosen by the transporting figure.  This may push back other figures in line.  Move all of them back to give the transporting figure a square.

If a spell is cast in this room, it will also affect the transportation spells and 'bleed over' into the corridor.  If a line-type spell, such as Lightning, is cast and it hits one of the transportation spells, it will transport and continue its line in the corridor, until it hits a wall.


F.  This door is locked, and will remain locked until the lever in room 'E' is flipped.


G.  The 'X' in this room is the Chaos Lord Adolphus Weiss.  Use a Chaos Warrior to represent him.  
Adolphus Weiss' stats are:  Movement 8,  Attack 5,  Defend 5,  Body Points 4,  Mind Points 4

The chest contains two Potions of Minor Restoration.


H.  Place the fireball square above this one, as on the map.  When a player gets to this square, read "Before you stands a roaring fire.  The heat from the flames is quite intense."

If the Heroes still have the Red Gem found in room 'B' and they look at it, tell them "The Gem is glowing brightly."

If the Red Gem is thrown into the fire, it will go out.  This is the only way to put out the fire, nothing else, including spells, will work.  Once the fire is out the Heroes may retrieve the Gem.  It has swollen in size from the fire it absorbed, and is now worth 100 gold coins.

If a Hero attempts to jump through the fire, he must roll five attack dice, and gets no defense dice roll.  Some Heroes may have an artifact or special skill to allow them to jump over a square.  These Heroes do not have to roll the attack dice.

Any item besides the Red Gem that is thrown into the fire is burned up completely.

If a fire spell is cast into the fire, it rebounds on its caster.


I.  This is an unusual location in that there are no monsters here.  You may wish to place the Alchemist Desk, the Fireplace, the Bookshelf, and the Cupboard over the board where they are drawn on.  Tell the first Hero in the room "This is not what you expected;  a few steps beyond the door lead into what appears to be a perfectly preserved Wizard's study, with a fire burning in the grate and furnishings around the room.  But your attention is drawn to the strange magical design in the center of the floor, and, in the middle of the design, to the magical wand hovering in mid-air at just about hand height."

There is a magical force field surrounding the Magical Circle.  The Heroes may only step into the small sections with the Earth, Wind, Fire, and Water designs.  To remove the force field, the Wizard must stand in the Fire area, the Dwarf in the Earth are, the Elf in the Air area, and the Barbarian in the Water area.  If you are playing with different types of Heroes, you may decide which types stands where.  If a Hero has died, you might want to allow the others to place his dead body in the appropriate spot.

When the Heroes are in the correct places, read "With a snap the force field drops.  The Wizard grabs the wand before it falls to the floor.  Suddenly a vision appears to you.  You are in a Wizard's workshop.  Two figures stand before you.

'Hard to believe that something which looks so slim and frail has such power coursing within it,' the younger of the two figures whispers.  He must be an apprentice, for you see that the other figure is an older Wizard.  'So much magic, so much power...' he says in awe as he gazes at his master's proud achievement.

The Wizard looks wearily at his assistant.  'What is most important is the discipline of creating such a thing,' he mutters, 'and not the power which the Wand houses within itself.  It is the concentration, the hours of sustained effort taking the mind almost to the breaking point, the triumph of the will.  And yet, I know what you mean.'  The Wizard slowly twirls the slender wooden length in his hands.  'And not even I know how its powers will be used.  Not in the final battle."

The vision disappears, and you stand in silence, watching a parchment flutter to the floor.  It must have been suspended unseen beside the wand."

When a Hero picks up the parchment, give him a printout of the image marked 'handout'.

If a Wizard (or Apprentice if you are playing with Henchmen) is placed in the magical circle they will be brought back to life!  This effect works only once.

There is some treasure in this room.  On the Alchemist Bench is a spell scroll, Fire Of Wrath.  Inside one of the drawers of the Bench there is an artifact, the Cloak Of Pockets.  There is also a book in the bookcase, Healing Herbs Of The Empire.  The book is worth 150 gold coins.
