Quest #1

TRISTAIN'S CASTLE

"The back way into Tristain's Castle will allow you to avoid many of the creatures he has guarding his abode.  You still must be careful to avoid raising the alarm.  Silence any creatures that you meet.  You must stop Tristain before he begins his war against the Emperor.  Beware of Tristain's bodyguards, the Death Knights.  Their touch can paralyze the strongest Hero.  A word of warning, I am not sure what condition Tristain's castle is in.  It was abandoned when Tristain was driven from the Empire long ago, and has laid in ruin for centuries.  Now, through Tristain's magic it is habitable once again.  I do not know what will happen to it when you kill Tristain."


Wandering Monster:  Orc


NOTES:

A. Tell the Hero "The castle around you looks brand new, not like the ruins you would expect."  


B.  The first Hero to search will find a Potion of Healing hidden behind the books in the bookcase.


C.  This chest contains 400 gold coins and a key.  Give the Hero who opens the chest the key tile.


D.  This door is locked, and cannot be opened without the key found in the chest in room 'C'.  Once the door is unlocked, take the key tile from the Hero.


E.  A Hobgoblin will be here anytime a Hero enters this hallway.


F.  The first player to search the room will find a new artifact, Gauntlets of Ogre Power, laid out in the tomb.


G.  Tristain is the Evil Wizard in this room.  The chest here has a trap, a poison needle.  If the chest is opened without disarming it, the Hero will lose 1 body point to the poison.  The chest contains 100 gold coins.

Stats For Tristain:
Movement: 8,  Attack: 4,  Defend: 6, Body: 6 pts,  Mind: 8 pts.  Spells:  Firestorm, Ball of Flame, Sleep, Lightning Bolt, Summon Orcs.

As soon as Tristain is killed, tell the players "You feel ground begin to shake.  Now that Tristain is dead, his magic is no longer holding the castle together. It is falling apart around you."  On each of the Game Master's turns, until all four Heroes have left the map, roll 1 die.  On a roll of 6, one of the players is hit by falling debris for 1 body point damage.  To determine which of the Heroes was hit, roll 1 die (if you have a 4-sided die, you can use this).  This chart determines who is hit:

1 - Barbarian
2 - Elf
3 - Wizard
4 - Dwarf

If you roll a 5 or a 6, or if the rolled Hero has already left the board, roll again.


H.  This is the Main Entrance to the castle.  The players can exit the board here.



Alternate Rules:

a)  If you're feeling a little contrary, when you role for falling debris (see room 'G') and the debris misses the Heroes, place either a pile of rocks tile or a blocked passage tile in front of the Heroes (make sure that you do not block their only path to the Exit 'H').  Tell the Heroes that they cannot go through these blocks and must go around them.  If you run out of tiles you can pick up ones from the board in areas where the Heroes have already passed.

b)  If you're feeling kind of mean, when they get close to the Main Entrance 'H', have debris hit the door and cover it.  The Heroes must now exit the board at the same place they come in.

c) If you're really feeling nasty, use both rules (a) and rules (b).
