The Quest For The Lichemaster

Quest 6 - The Skaven Of The Wizard's Halls - Level 2


You climb down into the lower level of the dungeon.  The air is thick; the feel of Chaos magic permeates this place.  Somewhere on this level is a high concentration of the dark, Chaos Warpmagic.  Perhaps the Bow is hidden in the same place.


Wandering Monster:  Skaven Warrior


Special Notes:

1.  Some Skaven in this dungeon carry a special warpstone-based charm prepared by the Skaven Sorcerer  which allows them to become Berserk Monsters.  These Skaven will become berserk as soon as they reach hand-to-hand combat.  The Skaven that can accomplish this are stated in the room descriptions to be wearing Berserker Amulets.  The amulets cannot be used by the Heroes or by any Henchmen.  If they put one, they immediately suffer 1 Body Point of damage from the effects of this Chaos-tainted material.

2.  Some of the Skaven in this quest have slings with which they can fire stones at enemies.  Slings may be fired at any character at least two squares from the Skaven, but no more than eight.  A Skaven may fire two stones from a sling every turn.  It may fire them at two different enemies or at the same one.  Roll one attack die for each stone.  These slings are not usable by Heroes or Henchmen; they are too small to be used effectively by them.  If the Skaven's enemy advances to a square next to the player, it puts up its sling and uses its regular weapon.

3.  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).


Notes:


A.  This is the entrance to the level.  The stairs lead to Quest 5, The Skaven Of Wizard's Halls Level 1, Room 'G'.


B.  The two Skaven closest to the door have Berserker Amulets.  The other two have slings.

The 'X' marks the place of a Skaven Assassin.  Use a regular Skaven figure for it.  The Skaven Assassin has the stats of a regular Skaven.   It also has poured Elfbane on his blade.  If the Skaven attacks an Elf with this blade and rolls at least one Skull on its attack roll, add an extra Body Point of damage to the roll due to the poison.  The Elfbane will last on the Assassin's blade for as long as he is alive.  The Assassin will try to attack an Elf if possible, but if it cannot it will attack any Hero.  If it sees a chance to get to the Elf, though, it will break away from a fight with another Hero and attempt to slay the Elf.


C.  The chest here contains 250 gold coins, and a Potion Of Major Restoration.


D.  The Skaven Champion here has a Berserker Amulet.


E.  The Skaven Champion in this room has a sling.

The 'X' marks the place of a special Skaven, a Skaven Plague Bearer.  You can use a regular Skaven figure for it.  The Skaven Plague Bearer has a Plague Censor, which it can throw anywhere in the room, or it can attack a Hero in an adjacent square like a regular Skaven.  When the Censor is thrown, the square that is aimed at plus all adjacent squares are immediately dosed with plague germs.  Any Hero or Henchman in these squares must roll one red die.  On a roll of 1 or 2 the Hero is diseased.  The Censor also has a magical effect:  as long as the Plague Bearer is holding it, a howling wind screams through the room, causing any ranged weapon (bows or thrown weapons) to loose two attack dice.  If the weapon's attack dice fall to zero or below, it cannot be used while the wind is howling.

The first Hero to search the room for treasure will find a key around the Plague Bearer's neck.  Give the key tile to the Hero.

The chest contains a Potion of Minor Restoration and 20 gold coins.


F.  When a Hero first enters this room, read "The room you have entered is extremely hot.  A glinting brazier burns on the wall.  From its light you see the glinting eyes of hot, sweaty Skaven!"

The three Skaven Warriors with arrows pointing to them have Berserker Amulets.  The single Skaven beside the trap door has a Sling.

Because the Skaven in this room are use to heat, any fire based spell cast in this room inflicts one fewer Body Points of damage than normal.

The 'X' in this room is the location of the Skaven Sorcerer.  You can use a normal figure for this Skaven, but you might want to differentiate it in some way.  Its stats are the same as a regular Skaven.  The Skaven Sorcerer knows these spells:  Command, Tempest, Cloud Of Chaos.

The Trapdoor is locked.  If a Hero tries to open it, read "This strong and heavy trapdoor has a huge keyhole in it.  It must be locked, because no amount of pulling budges it."  The Trapdoor can only be unlocked with the key found in room 'F'.  When a Hero uses the key to unlock the door, take the key tile away from him.  When the trap door is opened, tell the Hero "You open the Trapdoor to reveal an underground stream.  It is wide enough and deep enough for you to swim in, but you can see no air pockets."  To swim the stream a Hero must have enough movement left to move to the trapdoor tile with one square of movement remaining.  If a Hero attempts to swim the stream, place the chasm tile on the board as shown on the quest map, location 'G', and go to this location on the quest notes.


G.  When a Hero attempts to swim the stream, he must roll a red die.  

On a roll of 1-4, the Hero makes the swim.  Move him to the grating tile (if the Hero is the first one to make the swim, do not place the Gargoyle in the room yet) and read "You make the swim.  Above you is a grating, giving you precious air to breath.  The grating is hinged and can easily be opened.

On a roll of 5-6, the Hero runs out of air.  Read "You attempt to swim the stream, but run out of air.  In a frantic, panic-stricken burst of speed, you swim back to the Trapdoor and climb out.  You stand there for a moment, choking and sputtering from your near drowning."  The Hero suffers one Body Point of damage from the water.  Move the Hero to a square adjacent to the Trapdoor.  His turn is over.

When a Hero opens the grating, he is officially in room 'H'.  Go to the description for that room.  Swimming counts as the Heroes entire turn and he may not attack, search, etc.  When he lifts the grating, he does have one square of movement left.


H.  The first time a Hero enters this room, read "You see a large statue here, holding a large egg-shaped White Stone."  The Gargoyle is not animated, but will come to life if a Hero attempts to retrieve the White Stone.  The Heroes can only get it after the Gargoyle has been destroyed.  Give the Hero that takes the stone the White Stone Tile


I.  The first time a Hero steps on this square read "The wall to your right is made entirely of a translucent white stone.  As you look at the wall, you can make out indistinct shapes behind it.  They seem to be encased in the stone, as they are not moving.  You see something strange in the floor at the end of the hallway, but cannot make out what it is from here."


J.  This square is trapped with a fireball trap.  If a Hero steps on it without first disarming it, a fireball shoots down the passage in the direction of the arrow, inflicting two attack dice of damage on any Hero in its path.


K.  The first time a Hero steps on this square read "You find a small altar in the floor here.  In the top of the altar is a small, egg shaped depression."

The White Stone from location 'H' fits here.  When a Hero places it here, read "As you place the White Stone in the depression, the white wall beside you begins to crack.  It breaks with an ear-splitting shatter, and the pieces disappear in the air.  You can now gain access to the room that was beyond the white wall.  The only problem is that the shapes you saw turn out to be Skaven, who are now released from the magical stasis that was holding them.  Below the coiled dragon mosaic you see the Bow Of Loren, floating in mid-air.  Tendrils of force spiral up from the mosaic on the floor to hold the Bow in place."

Place the special 'Room 3' tile on the board now, as well as all the monsters listed on it.

The regular Skaven in the back has a sling.

After four combat rounds, the Dragon in the mosaic assembles from the floor and comes to life!  When his transformation occurs read this to the players:  "The very ground seems to tremble as the mosaic Dragon on the floor begins to pulse with the tainted warp of Chaos.  The power in this chamber seems to stir the serpent into life, and it uncoils itself from the stone and rock, rising up on its powerful haunches to stare at you with its rheumy eyes, its great mouth slavering for the taste of warm, fresh blood!  The Bow drifts gently to the ground behind the Dragon."  If the Heroes manage to kill all the Skaven before the fourth combat round, the Dragon will not appear.

This is a very difficult room, and the Heroes may very well have to leave it and come back when they are fully healed.  If they attempt to do so, all the monsters in the room will follow them, although the Dragon is too big to fit through doors.  When the Heroes return to this room, read this when the Heroes get to spot 'I':  "The white wall is back in place.  Once again you can make out indistinct shapes behind it.  You see the White Stone lying beside the small altar at the end of the passageway."  If the Heroes replace the White Stone, the wall will once again shatter.  All the monsters, even those killed, will reappear in the same places.  The Dragon will also reappear, but again not until the fourth combat round.


L.  Much of the description for this room is found in the description of location 'K' above.  When the Heroes have destroyed all the monsters, they may get the treasure that is within.  The first Hero to search for treasure finds the Bow Of Loren.  When a Hero gets it, read the following:

"As you touch the Bow Of Loren, you are again encompassed in a dream.  This time you find yourselves in a small shop.  A bowyer lays down his work, caressing the slim, hard wood of the bow as gently as any mother might caress a child.  His eyes narrow slightly as he runs his fingers along the taut bowstring, redolent with tension and power.  'It would take a worthy Hero to nock an arrow to this weapon', he mutters.  'Crafted by my hands and the skills of the Elven Wizards.  In years to come, who knows what may be its fate, which black and evil hearts it may destroy...'  The dream fades, and again you find yourself in the ancient dungeon, holding the Bow."

The second Hero to search the room for treasure will find:  

100 Gold Coins scattered about the floor.

2 Dragon Eggs - Have the Hero to roll two red dice for each egg.  On a roll of 7-12 the Egg may be sold to a Wizard for 50 Gold Coins.  On a roll of 2-6 the Egg is too old to be of any value.

There are two useable longswords and a broadsword scattered among the bones on the floor.

The chest contains 150 gold coins, a Potion Of Greek Fire (see artifact card), and a Potion Of Strength.
