The Son of the Dragon - Quest 2: Dark Forest

"In front of you is the Dark Forest.  You wait several hours until the sunrise to gain more visibility in the dark woods.  Once the sun rises, you put on your gear.  Remember what the old man said, you must find there the weapon that can vanquish Sir Ulad Tepeist, The Son Of The Dragon.  Be careful, because this is a very dense forest and may hide dangerous bands of thieves and Goblins"
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(Communicate to the players)
Because you are in a dense forest:

1) Except for the Elf and Goblins, movement is 1/2 for Heroes and monsters (round up) when moving in squares with trees and brush.

2) Trees hinder Line-Of-Sight for spells and missile weapons. Add one die to target for defensive roll (Heroes and Monsters).

3) There is a new action in this quest: Climb Up/Climb Down a tree.  For all Heroes and Monsters except for the Elf and Goblins, climbing up or down a tree is the only action they can perform during a turn.  The Elf and Goblins can climb up or down a tree and perform another action as well.  Characters in trees have no hindered Line-Of-Sight for missile attacks or spells, except for those that are still hidden.  Characters on the ground can attack characters on trees only with a missile or spell attack and vice-versa. The target adds 1 die for defense as stated in rule #2. 

4) When Heroes search for treasure or for traps, they are searching the square they are in and all adjacent squares, including diagonal.  All these squares must be free of monsters for the Hero to search.

5) If a Hero is adjacent to a hidden monster he must roll a red die.  On a roll of 1 he is ambushed and rolls 1 fewer defense die because of the surprise.
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If you do not have a wolf figure you can use a wolf tile for the Werewolf.

Uses the following tiles to make the board in this quest:
1. - Dense Forest Tile
2. - Forest Tile
3. - Forest Trail Tile
4. - Long Chasm Tile
5. - Meadow Tile
6. - Druid's Altar Tile

At the beginning of the quest place only the tile 2 (Forest Tile) on the board.  Place the other tiles when a Hero steps into them.

A. This is the starting point of the quest.

B. These two Fimir have crossbows like the one described in the Armory and can attack Heroes in adjacent squares as usual.  Heroes can take the crossbows after the Fimir are killed.

C. Each Goblin has 5 daggers that they can throw.  Don't forget keep one for the adjacent attacks.  After the Heroes kill them, they can take any remaining daggers.
 
D. The first Hero who searches for treasure will find 5 daggers, 100 gold coins and a Potion of Healing, which will restore up to 4 lost Body Points when consumed (you cannot exceed the starting number of Body Points). 

E. When a Hero passes this line at any point; place him on the E2 square.

F. Each chest has 50 gold coins and a Potion of Healing, which will restore up to 4 lost Body Points (you cannot exceed the starting number of Body Points)

G. Heroes may not pass over the line marked 'G' because the forest is very dense here. 

H. Heroes move their full movement allowance on the trail, but must stay in single file (no two Heroes may be side by side).  The Heroes must stay on the squares that have the trail on them to be considered on the trail. If a Hero strays off the trail, he is in the forest and reduced to half movement. 

I. If a Hero falls in this pit trap, he can't attack because he falls into the river. Characters in the river can attack and can be attacked only with missile weapons.

J. If a Hero searches for treasure place tile #6 (Druid's Altar) on the board.  Place the Heroes on this tile.  Heroes can't enter the circle of stones.

K. If a Hero searches for treasure, he will find the Star Stone. Its use is explained on the matching Artifact Card. Read: "Suddenly the sun falls through the trees lighting the center of the altar.  A Druid appears and gives you the Star Stone.  He says - This is the only one weapon that can cause harm to the Son of the Dragon. We have kept it for many years waiting for this day.  Use it wisely.  The Druid then hands you a map showing you the location of the Cave of Death.  He tells you that the cave contains a secret entrance into Sir Ulad Tempest's Castle.- After that the druid disappears". This is the end of this quest


  WEREWOLF:

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  MOVEMENT    ATTACK   DEFEND     BODY      MIND
     10         2         1         3        1
  ---------- -------- ---------	--------- -------

     
Wandering Monster in this Quest: Goblin.
