The Quest For The Lichemaster

Quest 11 - The Battle With The Lichemaster

You feel yourself being twisted; moved through space.  As suddenly as it started, the strange transportation spell ends, and you find yourselves in a vast cavern, surrounded by horrible Undead creatures.  In front of you stands a throne, set above the rest of the cavern.  To your left is a steaming, green pool.


Special Notes:

Unlike a regular HeroQuest board, his board does not have any locations.  Instead the special rules for this board are listed below.



INITIAL SETUP:

This board is made by placing two board overlays together, Room5a and Room5b.

For each character, roll 2 red dice (or 1 12-sided die if you have it).  Place each character on the square around the central fire pit that corresponds to the roll.  If a character rolls a square already taken, move it to an adjacent square, as far away from the fire as possible (see notes below).  If all adjacent squares are taken, reroll the dice.

If a figure arrives on squares 1, 3, 4, 8, 9, 11, or 12 it suffers no damage.  A figure arriving on squares 2, 5, 7, or 10 has arrived fairly close to the fire pit and suffers 1 Body Point of damage.  A figure arriving in square 6 has been dumped straight into the fire.  Roll 5 attack dice for damage, and the figure may not roll any defense dice.  A figure in the fire must take a turn to clamber out.  He may only move to an adjacent square - but can move to any of the numbered squares.  If one is open, he will probably want to move to a square like 1, 3, 9, or 11 where he will take no additional damage.  If none of these squares are open, he will have to move to 2, 5, 7, or 10 and take an additional Body Point in damage.

If the Hero carrying the Magic Skull still has it, it begins flying and becomes a Flying Skull.  Place the tile below the figure that was carrying it.  See quest 10, room 'G' for a description & stats of Flying Skulls.

The Lichemaster is initially invisible, and cannot be seen by the Heroes until he makes his first attack.  Do not place him on the board until this time.


LICHEMASTER STATS:

Movement:     2 Red Dice
Attack:       4
Defense:      5
Body Points:  6
Mind Points: 10

The Lichemaster knows these spells:  Flesh Flaying, Strengthen Undead, Choke, Lightning Bolt (twice), and Firestorm.

The Lichemaster is a Fearsome Monster. He may teleport to anywhere in this room 3 times.  He is carrying two potions of Minor Restoration that he can drink himself.


SPECIAL MONSTER STATS:

All Undead Monsters, except for the Flying Skull listed above, gain an extra Body Point in damage as long as the Lichemaster is alive.

WANDERING MONSTER:

There is no wandering monster on this level.  If a Hero searches for treasure and draws a wandering monster card, he may draw another.


THE SPIKED WALL:

The Lichemaster starts out behind the spiked wall in the lower right corner.  To get past the spikes, the figure must roll one red die and add this to his current attack dice.  If that number is greater 8, the figure succeeded in getting through the spiked wall, but suffers damage from the spikes.  Roll 6 attack dice.  The Hero may roll defense dice.  If the Hero fails in getting through the spikes, he must roll 4 attack dice.  Once again he may roll defense dice.

The spiked wall is nearly impervious to ranged weapon, either thrown or shot from a bow.  A non-magical ranged weapon must have at least three attack dice to even get through the spikes, and then the Hero must roll at least three skulls to do any damage to his target.  Anything less, and the weapon/arrow/bolt is caught in the spikes.  A magical weapon must still be at least three attack dice for it to have enough power to be shot/thrown through the spikes, but the Hero does not need to roll all three skulls for it to do damage.  

If a Hero has a retrievable thrown weapon, and wants to recover it, he may have to enter the spikes to do so.  Keep track of where thrown weapons land.


THE THRONE:

If the Lichemaster moves to the square shown with the throne, he is considered to be sitting on it.  He regenerates 1 Body Point for every turn he is sitting on his throne.  No other monster or Hero may regenerate on this square.


THE STEPS TO THE THRONE:

The three rows of squares in front of the throne are affected by a powerful magic which makes movement very difficult.  Any Hero on these steps can only travel 1-3 squares per turn.  Roll one red die for movement, and divide by 2 (round up).  If the character has an artifact, potion, or spell that allows extra movement, it will allow him to move one extra square while on the steps.  If a Hero moves onto any of the stair squares at anytime during his movement phase, he must stop there and cannot move again during that turn.


THE CHAIN IN THE POOL:
	
Note the chain in the pool on the left side of the board, and where it is attached to the rock (this is right by a square division - the attachment is in the square to the left of the square that contains the majority of the red flag).  The chain can strike out an any Hero that moves within 3 squares of the attachment.  Roll 4 attack dice for the chain.  It may attack 1 Hero per turn, and does there does not have to be a straight, non-obstructed line of sight between the Hero & the attachment.  After attacking the Hero the chain returns to its original position.  The Heroes may attack the chain, but it is only affected by Magical Weapons.  The chain has 4 Body Points, and rolls 2 Defense Dice.


THE POOL:

The Pool is full of steaming acid.  Any character that attempts to move through it will suffer 10 attack dice of damage.  The Hero may roll his normal defense dice, but on his next turn will find that all of his metal and wood non-magical weapons and armor have dissolved.  Glass vials of potion are not affected, but scrolls and gold are.  As Game Master you may have to decide if something is destroyed or not - a rule of thumb is anything wood, metal, or leather that the Hero is carrying is gone.


THE LICHEMASTER'S TELEPORTING:

The Lichemaster is allowed to make three teleporting moves during this quest.  He can teleport from his current square to any other unoccupied square on the board instead of making his normal movement.  He may then attack or cast spells from this new location.

A good idea may be to move him from the Spike Wall to the Throne to regenerate, and then back to the Spike Wall when the Heroes get too close to him.


EXIT DOORS:

The exit doors remain locked until there are no monsters left alive on the board.  The Chain in the pool does not count as a monster.


FEARSOME MONSTER:

The Lichemaster is a fearsome monster.  Unfortunately, there is no place for the Heroes to run.  If a Hero fails on a fear test, he must move as far away from the Lichemaster as possible on that turn.  Heroes make the fear roll at the start of their turn, and any Hero failing the fear roll may not make any attack for that turn, though he can defend against attacks.  On the next turn, if he passes the fear test, he may move back and try to attack.  Monsters may move after a fleeing fearful Hero.


TREASURE:

After all of the monsters in the room have been killed (do not count the chain as a monster), the Heroes may search for treasure.  The chest contains 800 gold coins.  The first Hero to do a general treasure search in the room finds 400 gold coins, 5 rubies worth 60 gold coins (300 gold coins total), any of the Potions of Minor Restoration that the Lichemaster may have not used, a Magical Throwing Dagger, a Magical Shield - ArrowCatcher (see artifact card), a potion of Major Restoration, a Potion of Strength, and a Potion of Spell Casting.


THE WAY OUT:

As previously mentioned, the exit doors cannot be opened while any monsters remain undestroyed.  If the Heroes survive to open them, after the first one has gone through read:

"You drag yourselves wearily up the seemingly endless stairs to the light beyond.  Your eyes accustomed to the subterranean gloom, you wince at the brightness of the light in the world you step back into.  There is the Baron's army, wide-eyed in amazement as their skeletal foes simply fall into dust all around them, hardly daring to believe that they will survive this horror after all.  Then the cry goes up as they see you, and the soldiers throng about you with congratulations, questions, wonderings, and astonishment.  There is a great tumultuous cheer, and a chant slowly breaks out:  'All Hail!  The Conquering Heroes!'

Suddenly, amid the celebration, the four Artifacts you are carrying begin to glow.  The Sword Of The Flaming Heart, the Wand of Conflagration, the Bow Of Loren, and the World's Edge Hammer all raise out of your hands, levitating in the sky, then fly out of sight over the horizon.  

You all stare in amazement, and you can not help but wonder where the weapons have gone to this time, and if you or someone else will be needing them in the future.

Quickly, though, the victory celebration begins anew, and you soon cease wondering over the disappearance of the weapons.  The time for worry is past, today is the day of VICTORY!"
