The Quest For The Lichemaster

Quest 10 - The Final Battle Level 2


In a strange magical flux the entire room shimmers and the gem in the middle of the circle changes.  The Magic Circle grows, expanding fourfold, while, to your horror, the gem transforms into a skull with eye sockets in which a very weak red glow is just discernible.  The Skull grins balefully at you, as if mocking your attempts to overcome its infernal master, the Lichemaster.  The room itself seems to stabilize, and four doors appear around it.


Special Notes:

1.  The Heroes cannot leave this board, except to go quest #11.  

2.  This board is divided into 4 distinct sections.  The first section is the entry room (room A).  It does not have a wandering monster.  The other 3 sections have different ones.  The wandering monster for each section is described below.  Each of the rooms in a section has a letter to identify what section it is in, but every room does not have a description.


Notes:

Section 1


A.  Start the Heroes in the same position in the room that they were in at the end of the previous quest.  Replace the small, 1 square Magic Circle with the large 4 square one.  Place the 4 doors on the map.  Place one of the skull tiles that came with the game in the Magic Circle.  Note that the door in the bottom of the room is centered between two squares.  A Hero from either one of these squares can enter this door.

The door marked #1 is locked.  It will not open until the skull has been carried and placed into each of the other 3 Magical Circles found on this quest.  There is no overt clue to the Heroes that they have to move the skull around the board, so you may have to give them hints.  To move the skull a Hero must pick it up and carry it in his inventory.

If a Hero tries to search the room for either treasure or traps, read "As you begin your search the skull lets forth with a peal of hysterical laughter.  The noise so unnerves you that you stop your search."


Section 2

Wandering Monster:  Chaos Warrior

B.  No description.


C.  This room is covered in Poisonous Mold.  It does no harm until a Hero attempts to open the chest, which is only an illusion.  When a Hero enters this room, have him roll a red die.  Add this number to his current Mind Points.  If the number is 8 or greater, the Hero recognizes the chest as an illusion, though does not see the Mold.

If the chest is opened, read "As you touch the chest, it disappears.  It was only an illusion!  Suddenly the ceiling starts to quiver, and you realize that it is covered with mold.  The mold starts releasing tiny spores, which soon are so thick in the room that it is difficult to breath."  Roll 5 attack dice for each Hero in the room.  The Hero is allowed no defense dice rolls.


D.  The Chaos Warrior wears a suit of vile Chaos Plate Mail, which shimmers and distorts space around itself.  All ranged weapons (thrown weapons, bows, etc.) roll 2 fewer attack dice than normal (if this puts the number of attack dice at 0 or fewer, then that weapon cannot be used against the Chaos Warrior).

The Chaos Thugs in the room each have Short Bows, besides their normal weapon.  They may attack any Hero at least two squares away from them with these weapons, rolling 1 attack die.

The Chest contains 200 gold coins, and 4 Magical Throwing Daggers.


Section 3

Wandering Monster:  Skaven Warrior

E.  Place the Chasm/River tile here.  The Heroes entering the door must jump into the river and wade through it to the other side.  It takes three movement points on the Hero's dice roll to move each square in the water.  Look at the squares in the rooms beside the Chasm/River tile to see where the squares are.  The Hero must have 3 movement points to move one square, but can move as many squares as possible.  If he does not have 3 movement points, his movement is over.  The two Skaven at the end of the passage have slings, and shoot at any Hero in the river.  Each Skaven may shoot two rocks in a turn; each rock may be shot at the same or different targets.  Roll 1 attack die for every rock.


F.  The Skaven along the back wall have slings, and each shoots two rocks per turn, either at the same or at different targets.


G.  The Flying Skulls in this room may be represented with the Skull tiles that came with the game.  Each Flying Skull has these stats:

Flying Skull:  Movement    12
               Attack       2
               Defend       3
               Body Points  2
               Mind Points  0

Flying Skulls are Fearsome Monsters, and fly by magical levitation.  They may fly over a Character, and may end their movement turn in the same square as a Hero (place the tile under the Hero's figure).  Two Skulls may not occupy the same space, though, and a Skull may not fly over a space already occupied by another Skull.


Section 4

Wandering Monster:  Mummy


H.  Read to the first Hero that gets to this square "Before you stands a door constructed entirely of human bones.  It does not budge when you try to open it, no matter how hard you try.  It appears that the door could be hacked open, though."  The door cannot be unlocked or opened.  The only way for the Heroes to get through is to attack the door.  Only magical weapons affect the door.  Roll 2 defense dice for the door.  It has 3 Body Points.  When the door is attacked, the secret doors in rooms 'I' and 'J' automatically open up (if they have not already been opened).  If the Undead Champions in these rooms are still alive, they begin attacking the Heroes.

Beyond the door is a pit that cannot be found unless a Hero searches while the door is open.  The pit contains large spikes in the bottom.  Roll 4 attack dice for any Hero that falls in.  The Hero may only roll half his normal defense dice (round down, but the Hero gets at least one defense die).

I, J, & K - No description.



Section 5

Wandering Monster:  None


L.  When the Heroes have placed the Magic Skull in each of the three Magic Circles, the door marked '1' in room 'A' opens and leads to these doors.  The first time a Hero touches one of these doors, the entire group is transported to quest 11, The Battle With The Lichemaster.
